The component which handles the procedural creation and placement of the rooms is the RoomPlacementComponent.
It is attached to the Dungeon generator.
For simplicity, Most of the settings used by this component directly come from the DungeonGenerator, so you just need to select the Dungeon Generator and modify the Generation settings under the Placement and Floots sections :
Generation steps :
First of all, we determine a certain amount of cells which will be spawned. The system find the location of each cell and determin what kind of room will be spawned inside.
Then, rooms will be placed inside the cells.
The offset parameter determines the amount of free space inside a cell.
The chaos parameter determines the value of the offset from cell center to room center.
Note : Add Random paths will randomly add extra paths at the end of the generation.
BSP :
Tree :
Note : The Tree placement pattern is the only one which resize the Dungeon grid when it is applied. The other Algorithms take the grid size into account to know how many rooms they can spawn.