
All the rooms have had there parent class changed to a new class RoomParent which now holds all the logic for all the exits instead of all the same copy paste in all the different rooms that it was before.
For changes there isn’t much to this now the spawn room includes an orientation in the spawn room (isn’t actually connected to anything in the spawn room gen controller so will be removed later) and the flip of the do once and branch nodes on the front exit as there were some problems with it the other way around.
https://blueprintue.com/blueprint/djq45lru
This is all the room spawning logic in the room gen controller which is mostly the same with the most important change being using rotation to rotate any room to connect the back exit to whatever exit is being spawned from. There are still some problems with the generation including rooms not spawning which the fact rooms 3, 4 and 5 aren’t connected would cause but they have there own problems when connected sometimes which can occur for any of the rooms they just tend to have more given
This rotation is only for the z rotation of the building which it’s getting the rotation from the spawn arrow.
Another thing to note is now that the rooms have been changed to a parent child structure there is now only one spawn actor node using a rooms ref which default value is the rooms parent class so can still pull all the necessary values without having to do it specifically for each room.
Finally the new var has been renamed to arrow loc to be more accurate to what it is.