How do I properly create a multi-component static mesh component blueprint?

I tried to create it using the +Add button there (and add door6) and positioned it manually. Is there a better way to do this, such as within my DCC (I use Blender) before importing?

2023-09-14 22_43_26-Unreal Editor

I want to create a custom wall with a door that can be animated to open using a Level Sequence in UEFN.

Making the wall as a Building Prop, should get you settings for adding a doorway position and function, I haven’t done it yet, maybe check an existing fortnite door/wall to see whats going on in settings.

Also this tutorial may help you get there, on importing from blender etc, & the lid is seperate to the box, like a door and wall.

Thanks for the reply. I watched the tutorial, and I think he created the box and lid as separate (2) blueprint assets. While I could make the wall and door one blueprint asset, as mentioned in my first post, it would require manual positioning (similar to the issue when using more than one blueprint asset, as shown in the video). The existing vault door asset also uses a single blueprint asset with the door as another component.

What I want to know is if it’s possible to create a single asset with multiple components without the need for manual repositioning within UEFN