Transferring or re-creating kinematic mechanisms from CAD environments (like NX, SolidWorks, etc.) into Unreal?

Hello All,

I am trying to replicate a kinematic simulation in Unreal engine which I have done in NX using Blueprints, if anybody has done this previously, please guide me or give some insights?

Has anyone here worked on a similar project—transferring or re-creating kinematic mechanisms from CAD environments (like NX, SolidWorks, etc.) into Unreal?

Any guidance, best practices, or examples would be greatly appreciated. Specifically, I’m interested in:

  • Handling joint constraints or linkages

  • Managing motion sequences

  • Maintaining mechanical accuracy within Unreal’s physics/animation system

If you’ve done something similar or know of resources/tutorials that could help, I’d be grateful for your insights.

Thank you in advance!

See Using Datasmith with Solidworks in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community

There is not Assembly Relations after importing.

To recover physics constraint, see UE4 Mechanical Joints - Physics Constraints in Unreal Engine 4 Tutorial / How To