Partially deleting a game entity

Supposing I have an object made of multiple meshes, is it possible to delete only one of these meshes during gameplay?
Like a blueprint with 2 cubes and I want the player to delete just one of them

What you could try to do is store your meshes into an array or a map. With this you should be able to reference the meshes and destroy/hide them.

This might be of some help.

So just to be clear (I’m a newbie so I really need to get a good idea of everything I do), every time my “multi-meshed” Blueprint object spawns in the world, an array stored inside the blueprint itself stores the various meshes (so that if my blueprint has 2 cubes I have a TArray with arr[0]==cube1 and arr[1]==cube2)
By setting this TArray as a public function I can set, for example, that whenever the player enters an input, one of the cubes is deleted.
So far so good, but now I have one last question.
If I try to check whether or not the whole Blueprint collides with another object in the Game World, can I get which cube actually collided?
For example, let’s say my 2 cube-Blueprint falls from the sky, and while falling, it touches another mesh and finally reaches the floor.
Can I get which cube actually touched the mesh during the fall by adding a collision box to each cube?

Don’t have UE with me at the moment, but if you want to detected if one of your components hit something there is an event for that. You won’t even need the array if you are just interested in seeing if one of your two cubes hit something.

On the details panel of your Blueprint there should be an Event category. One of the events should be called “OnComponentHit” with a green plus sign next to it. Click on it to add the event to your Blueprint event graph. This event will be called whenever something has a blocking hit with one of the cubes. One of the out pins should be called “Hit”, feed that pin into a “Break Hit Result” node. One of the output pins of that node should be"Hit Component", which should be the component(cube) that was hit.

The setup for the Blueprint should look something like this.
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseOnHit/Blueprints/

This is great. I need both to access the meshes and verify whether they collide or not. Thanks a lot!