Level streaming and visibility culling

I’m currently tinkering with the UE4 and working on a proof of concept for a TARDIS.

Now, for this to work of course, you’d need a portal to make the police box “bigger on the inside”. However, I’m thinking in a slightly different direction. Is there a possibility to stream the level with the interior (with the doors aligned) when the door is open, then prevent the player from seeing the interior outside of the police box using some kind of visibility culling?

The CryEngine has features called VisAreas and Portals where objects inside the Area are hidden from anything outside and the portal allows you to look from the outside in and vice versa. This allows the models to be present but not be visible only when looking into the portal.

Of course, when the door is closed, the level is not loaded and when you walk to the other side of the box outside it will also unload the level to prevent the player from interacting with it. Collision could also be disabled when outside to prevent other interactions between objects in both levels.

So, to recap, is there a way to cull the visibility of a streamed level?

I’m also wondering what others might think.