Question about enabling backface culling on static meshes

I have a question about how to set up backface culling on static meshes. For instance I want a mesh like a wall with geometry detail (loose bricks, bricks that stick out a bit) that has already been rendered out as a static mesh to only be visible from one side… Think like being visible from 2 of it’s 6 sides. Is this something can be done with a material_bp or does this have to be done in the 3D model application? To be clear I’m not talking about occlusion culling or camera distance or even bsps. I’ve read that bounding boxes work but work for the whole object.

What I want to do is take a camera above the level as a dungeon crawler style view but for scenes there is a rood that isn’t just a flat surface. Does that make sense? I’m still very new to UE4 and game dev in general. All I’ve been able to find is how to disable culling entirely so nothing really helpful.

Thanks in advance!