This depends on what your walls, floors, and ceilings look like. With static mesh it's hard to hide seams unless the style of architecture supports it in some way. This is why the example map uses bsp for the floor.
Hello! I've recently started a UDK project - a game in which the action takes place inside a huge facility. The thing is, the scenery is mostly going to be walls, corridors and rooms. Now I've researched on the topic quite a bit and, while there's a consensus that BSP is generally not very good for performance, no one…
BSP is a performance hit in that it is basically really wasteful geometry. It is essentially equivalent to a single static mesh for each face of the BSP. You could use it in the way you describe as long as you kept this in mind. the best thing to do is to look at examples levels made by other people to get an idea of how…