Subdivision modifier messes up face

Can someone give me a fix or what to avoid so that this doesnt happen?

I cant tell what’s happening just from the picture. Could I get a blend file?

There are properly some inverted normals like so:

…so check your face orientation (via overlays…).

If the edge formation is not in grid form, a similar problem arises.
See if there’s anything wrong with edge formation :thinking:

is this entirely one mesh or is there more than just one?
You should check if all meshes with holes in them have quad topology ( Quads work well when subdividing holes )

Here’s a bad example, The mesh has an alright quad topology, so making sure the full mesh is made of quads can solve your issue

More information may make your problem clearer.