Performance for large meshes

My game will have really large actors, size simmilar to an aircraft carrier. Is it better for performance if I make one 3D-model or split it up in multiple models like wall and floor segmens etc.
I assume splitting it up is probably better because of LODs and the engine can hide parts which can’t be seen. Is this assumption correct?

Yes, generally splitting really large objects into smaller ones is a good idea because of LOD and Occlusion culling. However you will get a bigger challenge with the light-maps with light bleeding through the cracks on static meshes.