In reply to @jmgomez "Makes sense. UE is": I'm planning on using PCG as well. I'm slowly chipping away at making a city generator. The hard part is making it load/unload different parts of buildings depending on player location. Each bulding will be multiple floors with fully explorable interiors. So buildings will be generated via simple code, floor layouts via wave function collapse and room contents via PCG 🙂 And then tons of procedurally generated volumes to load/unload things. (inspired by Shadows of Doubt)