Level design with static meshes

If you’re just starting out then, absolutely, the most important thing is that you’re making something and learning in the process. But if you’re trying to learn how to create shippable content, and make things easier on yourself in the long run, then it’s often more important how that content is created then what it is.

Staticmeshes have a number of advantages over BSP, the two biggest being the performance (especially if you’re targeting lower spec platforms) and speed of workflow. Once you have a solid bank of staticmeshes to work with you should be able to work faster and with more consistent results.

And performance doesn’t just come down to collision or poly count. It can get a lot more complicated then that and staticmeshes give you good scalability since they are instanced, can be occluded, loded, culled, etc (at least I assume this is still the case, I haven’t touched on performance yet in UE4).

Regardless I think the workflow advantages alone make it worth learning even if you still choose to use BSP in some instances.