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Cell Flow Builder

The Cell Flow builder generates organic, non-grid layouts. Instead of laying rooms out on a tile grid, it partitions the play area into cells, merges them into chunks and grows the flow graph’s paths through them. The result is a layout with irregular room shapes and dynamic height, which is hard to get out of a grid based builder

Cell Flow uses the same flow graph framework as Grid Flow and Snap Grid Flow, so paths, key-locks, items and the Finalize node all work the way you already know them

This walkthrough builds a Cell Flow graph from scratch

The layout starts with one of the two Create Cells nodes, and this is the main decision you make up front

Node Use it for
Create Cells (Grid) Rectangular rooms of varying sizes. Rooms still merge into irregular chunks, but every edge stays axis aligned, so it works well with modular art built for right angles
Create Cells (Voronoi) Fully organic cells with angled walls. Best paired with the voxel workflow, where the geometry is generated rather than assembled from modular meshes

Both nodes share the same chunk merging settings, so you can swap one for the other without rebuilding the rest of the graph

The layout graph nodes execute in this order

Node What it does
Create Cells (Grid) / Create Cells (Voronoi) Creates the initial cell graph to work on
Create Main Path Creates the main path with the spawn and goal rooms
Create Path Grows a branch path on the existing network
Spawn Items Spawns items in the layout nodes
Create Key/Lock Creates a key and lock pair along a path
Finalize Graph Finalizes the layout graph
Scatter Props (Grid) Scatters props in the free space around the scene

Cell Flow is the builder most often paired with the voxel workflow, which carves caves and islands out of a voxel volume instead of spawning modular meshes. Voxel carving is configured on the Dungeon actor and is not exclusive to this builder - see Voxel Worlds