Datasmith and cleaning the project from unnecessary Mesh

Hello Swolf74. Yeah, this is a really common (and frustrating) issue when importing large scenes via Revit → 3ds Max → Datasmith. It creates tons of unique static meshes even if they’re visually identical.

Unfortunately, Unreal sees them as completely separate assets, so deleting or replacing them globally becomes tricky.

Here are some things that might help — though I admit, it’s still a lot of work:

Try to identify duplicated geometry and replace them in the level manually or via Blueprint tools (like using Get All Actors of Class to swap them with a single master mesh).
You can mark identical meshes and try using “Replace References” in the Content Browser — but with 10k+ meshes, this won’t scale easily.
Some users export a cleaned-up version from 3ds Max (merging identical meshes beforehand), then reimport over the same Datasmith file — but I know that’s a big step if your level is already populated.

Even tools like Project Cleaner won’t help until all references are removed manually or with scripts.

So yeah… it’s not a one-click fix (yet), but small automation steps + good asset naming/tagging can go a long way.

I found something in the forum that can help you.

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