Based on the Epic examples (and most games) this shouldn’t be an issue at all. Most games load (or rather stream) a different level when you enter a building. In other words there’s the outside level and then there are ‘mini-levels’ that represent building interiors. In this case your building interiors don’t have to match the exteriors at all and can be larger! LOL The reason being is that you will eventually have way to much junk in your level if you have interiors AND exteriors loaded all at once. Assuming you have furniture for both inside and outside this could add up to a ton of stuff the user’s computer has to load just to get the level ready for play(do not assume that everybody’s computer is as fast as yours, assume that the general public uses slow devices and you’ll always be good to go for playability). If you really insist on doing both at the same time then your wall can be a UV mapped cube and that would allow you to have an interior and exterior texture. You can then place the different sides on different material slots so you can change them in the editor. In other words you can make 20 different external textures and 20 different internal textures and apply the any combination of textures to the appropriate UV slot.
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