Hello ,
please have a look at this post Using Datasmith Metadata in Unreal Engine | Unreal Engine 5.1 Documentation
It shows how to organise your metadata in Revit, how they are carried inside Unreal and how to retrieve them using blueprints.
You ll also need to create a widget blueprint to contain the metadata and place it in your scene Creating Widgets in Unreal Engine | Unreal Engine 5.1 Documentation
Finally you ll have to do a piece of blueprint that will do the following:
- On click, do a ray trace to know which actor has been selected. How to Trace from screen mouse position to target in Blue Print - Programming & Scripting - Epic Developer Community Forums or please have a look at the existing product viewer/multi viewer templates.
- Refresh your widget blueprint, used to display metadata, with information related to the selected actor. Widget Blueprints in UMG for Unreal Engine | Unreal Engine 5.1 Documentation
- show your widget blueprint, used to display the metadata information: you can choose make its position fix and always have the information in a corner such as shown in the video or you could also make your widget a 3d element and place it in the scene (near the hit point from the mouse click)