# Decorate the corridors

The corridors and rooms are different. To give you the big picture, the corridors take their style and decorations globally from the main dungeon. But the room can all have their style and overrides.

Everything is done in the same database object we used so far (PDA\_Dungeon)

<figure><img src="https://871981436-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkNLO6u2ZXXB8ySGn5Epu%2Fuploads%2FMrcd9PU9rao9FYUbuN7k%2Fimage.png?alt=media&#x26;token=a8362b4b-301f-4f9a-aa85-efc4144f16af" alt=""><figcaption></figcaption></figure>

The **Type** is important, you can choose between a Static Mesh, a Blueprint, or a Level Instance. In this case, I chose to spawn a level instance for the statues, which is an assembly or statue and a few props. You can see inside the scene L\_LevelInstanceBuilder what it looks like. Level instances are interesting because you can assemble multiple static meshes together and add some randomization in it, for example, every statue has a 50% chance to have a head.

<figure><img src="https://871981436-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkNLO6u2ZXXB8ySGn5Epu%2Fuploads%2FPTk6DFqJX7oqiyOVsylV%2Fimage.png?alt=media&#x26;token=e2fda1a6-0195-44ce-a12a-8c2177391ef8" alt="" width="375"><figcaption></figcaption></figure>

**Rotation Type** gives you some fixed rotation choices. One example is if you want to clamp a table to always be 90-degree or 45-degree rotation.

The rest of the settings are transform randomization, those are mostly self-explanatory. One important note is that the rotation min/max is calculated after the rotation type.

### ebug mode

You can visualize the sockets in the room by setting the debug mode on the dungeon to true.

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