How to set up DatasmithSDK into project

**I’ve been trying to install/set up the DatasmithSDK to my self-made plugin via an engine project, now I want to call the functions from DatasmithSDK but the given “readme” of it is not specific enough on how to integrate the DatasmithSDK into my project created by 5.1ver Engine. where it only says the following, but i need to know how to do those steps exactly since I’m just a beginner

**

Setting Up your Project {#projectsetup}

In order to use the classes and functions in the Datasmith SDK, you’ll need to tell your compiler and linker where to find the SDK’s header files and compiled library, and you’ll need to set up some pre-processor definitions.

Tip: If you create a new project in Visual Studio that uses the Datasmith SDK inside the same solution that contains the Unreal Engine source code (UE4.sln), the include directories and pre-processor definitions below are taken care of for you automatically by the Unreal Build Tool. However, most customers prefer to integrate the Datasmith SDK library into a standalone application outside of the Unreal Engine solution. In this case, you’ll need to set these values yourself in your own Visual Studio or other IDE project.

  1. Install Unreal Engine to a stable location on your computer.

    You can use the binary version that you install from the Epic Games Launcher, or you can download the source code from GitHub. Both have the header files you’ll need. However, if you choose the source code distribution, you’ll need to generate the UE4.sln file and build the Programs/Enterprise/DatasmithSDK project.

  2. Add the following additional include directories for your project. You’ll find all these folders within your Unreal Engine installation directory.

    DatasmithSDK\Public
    Engine\Source\Runtime\Core\Public
    Engine\Source\Runtime\CoreUObject\Public
    Engine\Source\Runtime\Projects\Public
    Engine\Source\Runtime\TraceLog\Public
    
  3. Add the following pre-processor definitions for your project:

    UE_BUILD_DEVELOPMENT=1
    UE_BUILD_MINIMAL=1
    WITH_EDITOR=0
    WITH_EDITORONLY_DATA=1
    WITH_SERVER_CODE=1
    WITH_ENGINE=0
    WITH_UNREAL_DEVELOPER_TOOLS=0
    WITH_PLUGIN_SUPPORT=0
    IS_MONOLITHIC=1
    IS_PROGRAM=1
    PLATFORM_WINDOWS=1
    CORE_API=DLLIMPORT
    COREUOBJECT_API=DLLIMPORT
    DATASMITHEXPORTER_API=DLLIMPORT
    DATASMITHCORE_API=DLLIMPORT
    DIRECTLINK_API=DLLIMPORT
    WIN32=1
    _WIN32_WINNT=0x0601
    WINVER=0x0601
    UNICODE
    _UNICODE
    UE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0
    UBT_COMPILED_PLATFORM=Windows
    
  4. Add the following additional library directories for your linker:

    Engine\Binaries\Win64\DatasmithSDK
    
  5. Add the following additional library dependency for your linker:

    DatasmithSDK.lib
    
  6. When you run your compiled application, it will need to load the Engine\Binaries\Win64\DatasmithSDK\DatasmithSDK.dll file. Either copy this file to the directory that contains your application’s executable file, or configure your application to load the .dll file from a different location.

Just to be sure there is no misunderstanding on DatasmithSDK use:
This is a library that you would use to generate udatasmith file. The target audience is companies or persons that create a DCC tool and want to add support for udatasmith format, on export, in their software. Is that your case?

I am asking as it is not expected to use the sdk in a project create by the engine.

The doc says you could have your project in the same solution than the engine, in that case all the settings should be there already, else if your project is in an independent solution or in the solution that holds your DCC code then you should modify settings to reference headers, libraries and binaries necessary to link with DatasmithSDK.