Making randomly generated enviroment less random

Hello,
So I followed the guide in this video Blueprint Generating Procedural Rooms | Live Training | Unreal Engine - YouTube
or at least the first 20 min because after that it gets far to complicated for what I want to do with my game. What Id like to have happen is for the Map to always start with a certain tile and end with certain tile. Then I would also like to make it so that after Tile X lets say that only Tile A, B, or C can spawn after that so that there aren’t always dead ends. Another thing that would be awesome is if tiles that couldn’t be reached wouldn’t spawn, or would be deleted. Just looking to be pointed in the right direction. Hopefully this isnt to complicated of a thing to do and I appreciate all of the help in advance!
Thanks!

you should ask your question more certainly, it is not clear what you are trying to achieve.

anyway i hope this could help u get in the right scope of thinking if you mean less variations by “less random”:
in algorithms: :random() % 10" would get u 10 variations no matter what the value returned by “random()” func.
“random() % x” for “x” variations.