I just found a workaround.
I created two PCG graphs with the same node, but the static mesh is different in the spawn static mesh node.
I named the two PCG graphs “PCG_Sphere” and “PCG_Cube” with these nodes.
Then I create an Actor containing a door static mesh and box collision and the code will be this:
So when I collide with the door, it will change the graph of the PCG volume in the level and then set it back when I end up overlapping with the door.
Here is the result: