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. In dividing the scene up into Static Meshes, Datasmith does its best to respect whatever object organization you've already set up in your source application.
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.