Studio Matrx Monthly · Volume 1 · Issue 3 · August 2026
Amogh N P
 In loving memory of Amogh N P — Architect · Designer · Visionary 
Datasmith & Import PipelinesLesson 2.1
RTV for Architecture, Planning & Urban Design/Module 2 · Bringing CAD & BIM Into Unreal

Lesson 2.1 · Bringing CAD & BIM Into Unreal

Datasmith & Import Pipelines

The bridge that carries your Revit, Rhino or SketchUp model into Unreal with geometry, materials, metadata and hierarchy intact

13 min Interactive lessonFree · open lessonByAmogh N P· Architect & interior designer
The hook

You already built the model. Datasmith is the bridge that carries it into Unreal - geometry, materials, metadata and all - without rebuilding a thing.

The first real hurdle in real-time archviz is not learning Unreal - it is getting your building into Unreal. Your design already lives in Revit, Rhino, SketchUp or 3ds Max, with hundreds of elements, dozens of materials and a folder of BIM data. Rebuilding that by hand would be madness.

Datasmith is Epic's answer: a free import pipeline made specifically for design and engineering data. It reads your native model and rebuilds it inside Unreal as a live scene - meshes, materials, layer hierarchy and even BIM metadata largely intact. Learn how it works, and importing stops being a barrier and becomes a two-minute step you repeat every time the design moves on.

Import is a two-minute step you repeat every time the design moves - not a one-off ordeal.

What Datasmith actually is - and what it moves

Datasmith is a collection of tools and a file format that bring pre-constructed scenes and complex assets into Unreal Engine. It exists because game engines were built to consume game assets, not BIM files - and architecture, product design and engineering all needed a faithful on-ramp. Epic built Datasmith to be that on-ramp, and it is free.

Think of it as a translator that speaks both languages. On one side it reads the rich, structured data your design tool holds; on the other it writes the actors, static meshes, materials and textures Unreal understands. Crucially, it tries to preserve four things, not just shape. Geometry comes across as tessellated meshes, one per source element. Materials come across as real Unreal materials - your source colours and textures mapped onto a physically based master material you can then refine (Module 3). Hierarchy comes across intact - your Revit categories, Rhino layers or SketchUp groups become a matching folder and actor structure, so a wall is still findable as a wall. And metadata comes across as tags on each actor: room names, Revit parameters, IFC properties - the BIM intelligence, riding along so you can filter, colour or script by it later.

The container for all of this is a single Datasmith Scene asset that Datasmith drops into your project. Think of it as the manifest of the import: it remembers what came from where, and it is the thing you later ask to re-import or sync when the design changes. That is why Datasmith is not just an importer but a pipeline - it keeps a relationship with the source rather than dumping a pile of disconnected meshes and forgetting where they came from. Module 2 lesson 4 leans heavily on this.

Be honest about the limits, though. Datasmith gives you geometry plus data, not a live copy of your BIM application. Animations, Revit-specific views, construction constraints and proprietary parametric behaviour do not survive the crossing, and UVs may need work for good texturing. Treat the import as a faithful snapshot of the model's shape and data at a moment in time - which is exactly what you want as a starting point for a real-time scene, and the four lessons of this module take that snapshot from raw to production-ready.

THE DATASMITH PIPELINESOURCE MODELSRevit3ds MaxRhino / GrasshopperSketchUp ProNavisworksIFC / CAD (DWG, STEP)exporter or pluginDatasmith.udatasmith file(one-shot export)or Direct Link(live sync)Unreal Engine 5Datasmith Sceneactors, meshes,materials, metadatareal-time, editableDatasmith is the bridge: it reads native model data and rebuilds it as a live Unreal scene.
Zoom
The Datasmith pipeline: native source models cross the bridge either as a one-shot .udatasmith file or as a live Direct Link sync, and arrive in Unreal as an editable, real-time Datasmith Scene of actors, meshes, materials and metadata.

Datasmith moves FOUR things: geometry, materials, hierarchy, metadata. Not the whole BIM app.

The sources Datasmith reads

Datasmith supports the tools architects and designers actually use, through two mechanisms: exporter plugins you install into the source application, and direct importers built into Unreal that read a native file.

The headline supported sources are Autodesk Revit, 3ds Max, Rhino (and Grasshopper definitions), SketchUp Pro, and Navisworks - each via a dedicated Datasmith exporter or plugin. Beyond those, Datasmith reads a long list of CAD and interchange formats directly: IFC (the open BIM standard), plus engineering formats like STEP, IGES, JT, SolidWorks, CATIA and DWG through its CAD importer. So whether your model is a Revit federated BIM, a Rhino concept, a SketchUp massing study or an IFC handed over by a consultant, there is a route in.

A practical note on which route to pick. If your tool has a dedicated exporter (Revit, Max, Rhino, SketchUp, Navisworks), prefer it - the exporter understands that application's materials and structure best and gives the richest, most faithful result. Fall back to the generic CAD/IFC importer when no dedicated exporter exists, or when a consultant hands you a neutral file. And remember Datasmith is free but version-sensitive: the exporter plugin must match both your source-app version and your Unreal version, so grab the right build from Epic when you set up. Twinmotion, Epic's friendlier sibling, uses the very same Datasmith pipeline under the hood - so what you learn here transfers straight across.

Dedicated exporter (Revit/Max/Rhino/SketchUp/Navisworks) beats the generic CAD/IFC route when you have the choice.

Two ways across: the .udatasmith file versus Direct Link

Datasmith offers two workflows, and knowing when to use each is half the skill.

The first is the .udatasmith file - a one-shot export. In your source app you run the Datasmith exporter, which writes a .udatasmith scene file plus a folder of textures and geometry. In Unreal you press Import, point at that file, and Datasmith builds the scene. It is explicit and portable: the file is a snapshot you can archive, hand to a colleague, or version. When the design changes, you re-export and re-import, and Datasmith intelligently merges - updating changed elements while trying to preserve the Unreal work you layered on top.

The second is Direct Link - a live connection between the running source application and the running Unreal (or Twinmotion) session, with no file in between. You establish the link once; then each time you hit Sync, Datasmith pushes the current state of the model straight into your scene. No exporting, no file juggling - the design tool and the real-time scene stay coupled. This is transformative for iterative design: an architect nudges a wall in Revit, syncs, and the change is standing in the Unreal walkthrough seconds later. Direct Link is the closest thing to a living link between your BIM model and your immersive scene, and Module 2 lesson 4 is devoted to using it well.

Which to choose? Use Direct Link while the design is active and you are iterating tightly with the source app open. Use the .udatasmith file when you want a portable, archived snapshot, when the source machine and Unreal machine are different, or when handing work off. Many studios use both: Direct Link during design, a final file export to freeze the delivered version. A practical caveat with Direct Link is that it needs both applications open and healthy at once, which is demanding on a single machine when the source model is heavy - so if Revit and Unreal are fighting over your RAM, the file route is often the calmer choice. Twinmotion, again, uses the identical Direct Link mechanism, so a designer can push a Rhino model to Twinmotion for a fast look and to Unreal for the deep work from the same live link.

WHAT CROSSES THE BRIDGEGeometrytessellated meshes, per elementMaterialscolours, textures, mapped to PBRHierarchylayers, groups, names preservedMetadataBIM parameters kept as tagsDOES NOT CROSS CLEANLY- animations and Revit views- construction constraints- proprietary parametrics- perfect UVs (may need work)Treat the import as geometryplus data, not a live BIM app.
Zoom
What crosses the bridge - geometry, materials, hierarchy and BIM metadata - and what does not survive cleanly: animations, constraints, proprietary parametrics and often UVs. The import is a faithful snapshot plus data, not a live copy of your BIM application.

A worked first import, end to end

Here is the whole pipeline in one concrete pass, using Revit as the example - the steps are nearly identical for Rhino or SketchUp.

One: install the Datasmith Exporter for Revit that matches your Revit version, and confirm your Unreal project is a real-time or archviz-flavoured project. Two: in Revit, set up the 3D view you want to send - Datasmith exports what is visible, so hide what you do not need and this is your first, free optimisation. Three: either click Export > Datasmith to write a .udatasmith file, or start Direct Link to sync live. Four: in Unreal, open the Datasmith import options and press Import (or Sync). You will see options for how to handle collision, lightmap UVs, metadata and tessellation - accept sensible defaults for a first pass. Five: Datasmith drops a Datasmith Scene asset and populates your level with the model, organised into folders that mirror your Revit categories. Six: save, and walk it in the viewport with the real-time workflow from Module 1.

What you now have is a live, navigable building in Unreal, with materials as a starting point and BIM metadata attached to every element. It will not be finished - the next three lessons are about preparing the source so the import is clean, fixing tessellation and artifacts, and organising and updating the scene as the design evolves. But the bridge is crossed, and it took minutes, not days.

One more habit worth forming from the very first import: read the import options rather than blindly accepting them. The two that matter most for architecture are lightmap UVs (whether Datasmith generates a second UV set for baked lighting - useful if you are not going fully dynamic) and tessellation (how finely CAD surfaces are diced, covered in depth in lesson 2.3). You do not need to master them on day one, but knowing they exist stops the import feeling like a black box. And because Datasmith remembers your choices on the Datasmith Scene asset, the settings you pick become the baseline every future re-import inherits - so a thoughtful first pass pays dividends across the whole life of the project.

Export sends only what is VISIBLE. Hiding junk in Revit is your first, free optimisation.

Tools & terms in this lesson

Datasmith

Epic's free import pipeline for design and engineering data

Brings geometry, materials, hierarchy and metadata into Unreal; the on-ramp the whole module builds on.

.udatasmith file

A one-shot, portable export of the source scene

Explicit snapshot you can archive, hand off and re-import to merge later; best for freezing or transferring work.

Datasmith Direct Link

A live sync between the running source app and Unreal

No file in between - Sync pushes current model state; ideal during active design, but needs both apps running.

IFC / CAD import

The generic route for neutral BIM and engineering files

Reads IFC, STEP, DWG and more when no dedicated exporter exists; use when a consultant hands you an interchange file.

Hands-on workshop

Workshop — cross the bridge with a real model

Nothing teaches the pipeline like running it. Take any model you have - or a free sample - and get it into Unreal both ways, so you feel the difference between a file export and Direct Link.

Unreal Engine 5; the matching Datasmith exporter for your source app (Revit, Rhino, SketchUp, 3ds Max or Navisworks); any model, or an Epic-provided sample.

Given & goal
Goal: import one model via a .udatasmith file AND via Direct Link
Inputs: Unreal Engine 5; a Revit/Rhino/SketchUp model (or a free sample)
Time: ~40 minutes
  1. 1Install the Datasmith exporter that matches your source app and Unreal version. Confirm the versions line up - a mismatch is the most common failure.
  2. 2In the source app, isolate the 3D view you want: hide site clutter, interiors you do not need, and anything not on camera. Note that Datasmith exports only what is visible.
  3. 3Export a .udatasmith file, then in Unreal press Import and accept default options. Watch how the level fills with folders mirroring your source layers or categories.
  4. 4Now start Direct Link from the source app, and in Unreal press Sync. Move a wall or object in the source app, sync again, and watch the change arrive without any file.
  5. 5Open a few imported actors and inspect the Metadata panel - find the BIM parameters that rode across. Write down three you could later use to filter or drive interactivity.

You’ll walk away with
One Unreal level containing your model, imported once as a .udatasmith file and once via Direct Link, plus a short note on which route you would use for design iteration versus final handoff, and three pieces of metadata you found on the imported actors.

The worked example

Three altitudes on the same idea

Read the band that fits you — or all three.

For the architectImmersive design & client experience

Datasmith turns your BIM model into a real-time asset without abandoning BIM. Because it carries Revit metadata across, the imported scene still knows which element is a fire door or a curtain-wall mullion - so you can colour by phase, filter by system, or drive interactivity from real building data later. Set up Direct Link once and your authoritative model and your client-facing walkthrough stay coupled as the design develops.

For the interior designerWalkable interiors & material studies

SketchUp and Rhino are where most interiors are conceived - and Datasmith reads both natively. Your furniture layout, joinery and massing come across as editable geometry with your materials as a starting point, ready for the honest lighting and finish studies real-time is so good at. No rebuilding: sketch the room in SketchUp, sync, and start dressing it in Unreal the same afternoon.

For the studentReal-time skills, portfolio & archviz jobs

Knowing the import pipeline cold is a genuinely marketable skill. Studios do not want someone who can only model in the engine - they want someone who can take a messy federated Revit or a consultant's IFC and get it into Unreal cleanly and repeatably. Learn Datasmith, both the file and Direct Link routes, and you can be useful on a real archviz project from week one.

Misconception check

Datasmith imports my whole BIM model into Unreal, so Unreal becomes a live copy of Revit.

Datasmith is a faithful bridge, not a merger of the two applications. It brings across geometry, materials, layer hierarchy and BIM metadata - which is a lot - but it does not recreate Revit's parametric behaviour, constraints, schedules or authoring tools inside Unreal. Your imported wall is a mesh with tags, not a live Revit wall you can edit parametrically. Direct Link keeps the two coupled so changes flow one way, from the design app into Unreal, but Unreal remains a real-time visualisation and interaction environment, not a BIM editor. Understanding that boundary is what stops people expecting the wrong things and lets them use each tool for what it is genuinely good at.
Try it

Do it yourself

Reason it through before you click Import.

  1. 1Name the four kinds of data Datasmith tries to preserve on import.
  2. 2What is the difference between a .udatasmith file export and Direct Link?
  3. 3Your consultant hands you an IFC file, not a Revit project. Which Datasmith route do you use?
  4. 4Why does hiding geometry in your source app before export count as optimisation?
  5. 5Give one thing Datasmith does NOT bring across from Revit, and why that is fine.
Take this with you

The one line to carry out

Datasmith is the free bridge from your CAD/BIM tools into Unreal, carrying geometry, materials, hierarchy and metadata - and you cross it either with a portable .udatasmith file or with a live Direct Link sync.
Take it further
References & further reading

Peer-reviewed journals & authoritative standards

  1. 01Datasmith OverviewEpic Games Developer Documentation, 2026.
  2. 02Building information modelingWikipedia, 2026.
  3. 03Autodesk RevitWikipedia, 2026.
  4. 04Unreal EngineWikipedia, 2026.
Related lessons
Recap
Datasmith is Epic's free import pipeline built for design and engineering data. It reads native models from Revit, 3ds Max, Rhino, SketchUp, Navisworks and neutral CAD/IFC files, and rebuilds them in Unreal as a live scene with geometry, materials, layer hierarchy and BIM metadata preserved. You cross the bridge either with a one-shot .udatasmith file - portable and archivable - or with Direct Link, a live sync ideal for active design. It is a faithful snapshot plus data, not a copy of your BIM app.
Carry forward →

The bridge only carries across what you send it - so a messy source model imports as a messy scene. Next we prepare Revit, Rhino and SketchUp models before export, so what crosses is clean.

A

The author

Amogh N P

Architect, interior designer, and creative polymath. Studio Matrx began in his notebooks — his vision of design made honest, useful, and open to everyone. Its Academy is written and taught in his memory, and free, forever.

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