Removing part of a static mesh like negative BSP?

here’s what i want to do.
i have a few blueprints, with floor and walls… (think modular floorplan)
so let’s say there are 2 floorplan blueprint ( A and B) beside each other…

floorplan a: is a square floor with walls surrounding it. ( like a square room )
floorplan b: is a rectangular floor with walls surrounding it. ( like a corridor )

so when combined… there is no way to go thru each other because of the walls right?
is there any way i can make a hole ? like let’s say i want to add a door to allow passage from the 2 floorplans…
that i would click use the door blueprint, and where i click on the wall, it removes a portion of the wall and creates a door in it…

something like the BSP negative, where it removes anything inside it…

As far as I konw you cant change the geometry of static meshes in unreal, like making holes in them or so. you only can change their x/y/z dimensions to deform them. guess thats why they are called “static” meshes.
Also for youre door idea you would have to modify the collision boxes of the walls and make a hole in them for the door.

suggestion instead of this: why not have one optional door wall module that can connect 2 door modules and make them walkable?

im thinking that ill set in construction script that if an option is enabled, itll destroy the wall component, or maybe just set static mesh to a new static mesh…

just now i tried hiding the mesh, but the navmesh still see the hidden wall and thus prevent it to be passable.
tried to replace with another mesh that has a door, it works fine… its great! :smiley:

bad thing is, the door hole is already pre built… unlike other game where the player can decide where he can place the door…

A more performant way would be to destroy the meshes not needed or, even better; only create the meshes that are actually needed…
If you make a wolfensteinesque level (walls at right angle, no change in elevation), then you wouild only need 3 meshes for the entire level.