A WIP Procedural Building Generator project in Unreal.
Goal was to make a building for a Tactics game using a tileset and via dividing a volume into rooms and hallways. It splits a rectangular volume on the X, Y, & Z axis multiple times to generate rooms, and then the divisions are saved and expanded to generate the hallways to ensure every room connects to a hallway.
It uses HISM (Hierarchical Instanced Static Meshes) for all of the architectural assets (Walls, Floors, Windows, Catwalks, Ceilings). This comes with the bonus of huge performance gains when rendering, but it comes at the cost of a lack of diversity in the visuals.