You’re using skeletal mesh, that is not supposed to work like that. If you are not going to animate it, it’s better to import it as “static mesh”, then you setup the simple collision inside the static mesh editor, and inside the blueprint, you set collision settings as world static.
Got it, but for simplicity, you could use two static meshes and a timeline to animate the opening/closing. Or, for more sophisticated setup, physics constraints would also work with a bit more code. Another way, you can use Level sequencer to play the animations based on overlap events or event input key events controlled by the Level Blueprint.
There are many different ways to achieve your goals, what is important is what works best for you.
You can go to the static mesh preview, and look for complex and change the settings to Use Complex Collision as Simple. For very complex geometry, you may need to use “custom collision” done in a external application.
Physics are never going to be reliable enough to operate the door properly.
Thats why all doors are usually hard coded with a timeline or similar to animate the open/close sequence.
Ditch the skm. Go with static. Build a BP that uses timeline and an “open” “close” function off an interface so you can call it remotely.
Note that doing this doesnt mean you loose functionality. You can always enable and disable physics ad-hoc.
Or, you can script the door motion to depend on player input without acrually reliyng on physics…