Static Mesh Assets
For many reasons, Datasmith avoids bundling everything in your source scene into a single mesh in Unreal. Overly large, complex meshes are typically very hard to light and render smoothly with good performance, and restrict you from being able to work with the various parts of your scene individually in Unreal.
Instead, Datasmith creates a set of separate Static Mesh Assets, each of which represents a building block for the scene: an individual chunk of geometry that can be placed into a Level and rendered in the Engine. Datasmith does its best to adhere to the same scene organization and objects that you've already set up in your source application, to make it as easy as possible for you to find and manipulate the elements that make up your scene.
Datasmith places each of these Static Mesh Assets into the Geometries folder:
If your source scene contains multiple copies of the same geometry, Datasmith usually creates only one Static Mesh Asset for that object. It uses multiple instances of that Asset in the Level, each with its own position, rotation, and other properties. This typically reduces memory use at runtime and increases performance. For example, in this scene, there are many hanging lights, but only one Static Mesh Asset (
To read more about Static Meshes in Unreal, see Static Meshes.