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Import 3ds Max and SketchUp Scenes into Unreal Engine with Datasmith

This guide covers the essential steps for importing architectural and 3D scenes into Unreal Engine with Datasmith. It looks at compatibility, scale, surface orientation, lighting, and post-import checks.

A contemporary interior scene prepared for real-time visualizationAI image
Representative image, generated with AI.Image: 3dsınıfı / FCA AI

In brief

  1. Datasmith imports scenes and object information from supported applications into Unreal Engine.
  2. The official list includes 3ds Max versions 2016–2026 and SketchUp Pro versions 2019–2025.
  3. Datasmith scales scene geometry to preserve real-world dimensions, even when different units are used.
  4. Lightmap UVs are generated for imported static meshes; physics is not set up for static meshes by default.

What will you learn in this guide?

Datasmith is an import workflow for bringing scenes created in different 3D design applications into Unreal Engine. Compared with importing objects one at a time, it can handle many scene objects along with their materials, pivots, scale, hierarchy, and metadata where available. This guide covers how to check compatibility before importing, choose an appropriate workflow, and understand common considerations when reviewing the scene in Unreal Engine.

The method Datasmith uses can vary by source application. First confirm that the software is supported, then determine which plugin or file format is required. Epic Games’ list of supported software and file types provides information on application and version compatibility.

Requirements and compatibility checks

First, check whether the application used to create the scene appears on the supported software list. The official list includes Autodesk 3ds Max versions 2016–2026, Trimble SketchUp Pro versions 2019–2025, and Graphisoft Archicad versions 23–28. McNeel Rhinoceros is supported up to version 8, while no specific version range is given for Cinema 4D. Don’t assume additional compatibility for software without a stated version range.

The “Workflow Type” information next to each application indicates the import method:

  • Export Plugin: An export plugin is installed in the source application. 3ds Max and Archicad are listed with this workflow.

  • Direct: Datasmith reads the source application’s file format directly.

  • Export: Content is converted to a supported format using the application’s own export function.

Export Plugin and DirectLink workflows are listed for SketchUp Pro. The Datasmith importer plugin required for the content being imported must be enabled in the Unreal Engine project. Backward compatibility between plugin versions is not guaranteed, so match the export plugin with the Unreal Engine and Datasmith versions you intend to use. The sources don’t specify an account requirement, so don’t draw conclusions about account types or subscription conditions.

Importing a scene with Datasmith: step by step

  1. Verify the source application and version. Make sure the software and version you’re using appear on the supported list. For example, the listed ranges are 2016–2026 for 3ds Max and 2019–2025 for SketchUp Pro. The list also shows which import workflow is required for each application.

  2. Choose the import method. Check the workflow listed next to the application. If exporting with a plugin is required, use the appropriate Datasmith exporter plugin; with a Direct workflow, confirm that the specified file format can be read directly. The required importer plugin must be enabled in the Unreal Engine project. Since the process varies by application and file format, don’t assume that the same menu steps apply to all software.

  3. Preserve scene scale in the source application. Distances in Unreal Engine are expressed in centimeters. Even if the source application uses a different unit, Datasmith scales the geometry to preserve real-world dimensions and scene positions. An object measuring 10 inches in the source scene will be 25.4 world units long in Unreal Engine. You don’t need to manually rescale the entire scene before importing.

  4. Review naming after import. Datasmith uses naming information from the source application for the assets and actors it creates wherever possible. However, the static mesh label in the Content Browser, the filename on disk, and the actor name in the Level may differ. Since filenames must be unique, objects with the same name in the source scene may be named differently after import. Keep this distinction in mind when managing assets with Blueprint or Python.

  5. Check surfaces from different angles. Unreal Engine uses back-face culling to avoid processing triangles that face away from the camera. Single-sided geometry or inward-facing normals may be invisible from some angles. If a surface seems to disappear, orbit the camera around it and check whether it’s visible from the other side. If possible, correct the normals in the source application; model objects that need to be visible from all sides with thickness.

  6. Review lightmap UVs and physics requirements. Datasmith automatically unwraps UVs for static meshes and creates two new UV sets. The second set is configured for storing and applying static lightmaps. However, physics is not set up for static mesh assets by default. If physics is required, it can be configured separately in Unreal Engine after import. The source documentation also points to separate guides for setting up static mesh collisions.

Common issues and checks

A ceiling or wall disappearing only from certain angles doesn’t necessarily mean the geometry failed to import. If the surface normal faces away from the camera, back-face culling may make it invisible. The most reliable approach is to correct the normal in the source application or model the geometry with thickness if it needs to be visible from both sides. You can also change triangle orientation through the Static Mesh Editor in Unreal Editor, or select the Two Sided option in the material. However, two-sided materials can cause visual artifacts with static or stationary lighting. If you modify the source geometry and reimport the Datasmith scene, mesh fixes made in the editor may be lost.

If the surface is visible but light passes through the ceiling, the issue may be shadow behavior rather than surface visibility. Epic Games’ guide identifies the Shadow Two Sided setting for a Static Mesh Actor as one option to address this.

Lights can also be imported from the source application. Datasmith converts supported lights to the corresponding Unreal Engine light types. Some applications’ area, plane, or volume lights have no exact equivalent in Unreal Engine, so their behavior can be simulated with the special Blueprint class DatasmithAreaLightMesh. Don’t assume lighting behavior will be identical in the target scene; check the result.

Impact on architectural and visualization workflows

Because Datasmith can transfer scene hierarchy, scale, and materials, it can be useful for teams bringing architectural interior and exterior projects into Unreal Engine. Teams working with 3ds Max, SketchUp Pro, or Archicad should first confirm software and version support, then identify the required plugin or import method. Automatically generated lightmap UVs can help prepare for static lighting, but results should still be reviewed for each project.

Before introducing the workflow into production, test surface normals, post-import light behavior, and physics requirements. Also make sure the export plugin matches the Unreal Engine version. On macOS, the list of supported export applications is more limited: support is listed for SketchUp Pro 2019–2025, Archicad 23–28, and Rhino 6, 7, and 8. Platform planning should also account for the fact that most importers and export plugins in Unreal Editor are available on Windows.

Next steps

Test the first import with a representative scene, checking scale, naming, surface visibility from different angles, and lighting. If physics is required, configure it separately in Unreal Engine and assess collision needs using the relevant Unreal Engine guides. If assets will be managed with Python or Blueprint, remember that the Content Browser label may differ from the filename. Before moving to a production scene, confirm that the export plugin you’re using is compatible with the target Unreal Engine version.

Source and license

This tutorial has been adapted into Turkish based on Epic Games’ “Datasmith Import Process” and “Datasmith Supported Software and File Types” documentation. Both sources are marked as license=free in their content information.

Sources

2 sources
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dev.epicgames.comdev.epicgames.com/documentation/en-us/unreal-engine/datasmith-import-process-in-unreal-engine
Summary
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dev.epicgames.comdev.epicgames.com/documentation/en-us/unreal-engine/datasmith-supported-software-and-file-types
Summary

Source texts are not republished; short quotes are marked, everything else is our own summary and commentary.

3dsınıfı’s take
3dEditor’s assessment

For architecture firms and visualization teams in Turkey, Datasmith’s main benefit is that it can transfer a scene to Unreal Engine along with its hierarchy and scale information. It may be worth considering for teams looking to establish a real-time visualization workflow without changing their existing modeling tool.

Before putting it into practice, it’s important to plan for plugin and Unreal Engine version compatibility, the scope of macOS support, and post-import checks. Automatic UV unwrapping helps with lightmap preparation, but physics is not set up for static meshes by default. It’s best to test surface, lighting, and physics requirements with a representative scene before moving on to a larger project.

Frequently asked questions

Which versions of 3ds Max and SketchUp does Datasmith support?

Epic Games’ list includes Autodesk 3ds Max versions 2016–2026 and Trimble SketchUp Pro versions 2019–2025.

Does Datasmith change scene scale when importing into Unreal Engine?

Even if the source application uses different units, Datasmith scales the geometry to preserve its real-world dimensions. Distances in Unreal Engine are expressed in centimeters.

Does Datasmith set up physics for static meshes during import?

According to the source, Datasmith doesn’t set up physics for the static mesh assets it creates by default. Physics can be configured in Unreal Engine after import.

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