Complex moving parts in the blueprints

You can’t do physics on stuff like that.
You have to use math and, materials, or rotators.

Ancient stuff, but here is a working example

You can clearly see why you don’t use physics on doors.
The top mechanism hinges are already just math based, which is why they react mostly Ok.

For the n^th time.
You do not use skeletal meshes for non soft bodies. Ever.

And people who keep posting to do similar stuff on this (and other) forum are the ones at fault at this point…

OP asked what the best way was, and everyone just goes along with stuff that you ought to know doesnt work. Dissapointing to say the least.

@NiteVelan
Scrap your skm.
Separate the objects and align them so when you export their location is on the pivot point(s).
Export the parts out as separate meshes.
Combine them in a blueprint/move them in place.
Then, you just add simple logical math to govern their position by rotating on global Z as a factor of the angle of the door.
You know what? Here: