How to change multiple static meshes placed in level to only one blueprint actor?

I made my level in Blender. I have many static meshes that are the exact same mesh but that are placed all across the level. I want to add logic to these meshes (the same logic for all, for example open/close doors). So, if I have 100 static meshes that are the same kind of doors, how can I replace each of them with the same blueprint?

I know I can create a blueprint class with all of them selected, but then I get one only blueprint with all the doors in it, while what I want is to have one blueprint with one door only.

Also I know I can go one by one creating blueprints for each door, but if they’re the same one, it’s a waste of space.

And lastly i could make one door blueprint and manually replace the door static meshes that are placed across the level, which would take forever (I also have to do this with other static meshes).

So, how do I replace all door static meshes in my level with one blueprint that only contains one door (not one blueprint with all the doors in it)?

Maybe a better way to put it:

I have many barrels in my level in Blender, they are exactly the same object, copy and pasted many times. When I import in UE, I would like to have all these barrels transformed into one only blueprint. Then all the static mesh barrels that I have in my level should be placements of this one blueprint.

Like if you make a blueprint of a some static mesh and you place it many times in the level, it will still follow the same logic from the same blueprint.