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I've added a dedicated “constructed” collision channel. This allows for unreal's PCG framework to properly place foliage types inside/outside of houses.
Other:

I've implemented new logic for floor plans, removing the need for "door frame" and "door window" modules during the configuration/generation process. By dynamically tracing a box where the door/window should be and passing those parameters into the instanced static mesh, we mask out the wall dynamically . This will greatly help with content procurement, reducing the need for LOTS of complicated assets (due to varying sizes of doors and windows)
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