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

**URL:** <https://forums.unrealengine.com/t/transferring-or-re-creating-kinematic-mechanisms-from-cad-environments-like-nx-solidworks-etc-into-unreal/2511453>\
**Category:** Blueprint\
**Tags:** Kinematic, unreal-engine, CAD, simulation, Blueprint\
**Created:** [May 15, 2025, 1:31pm UTC](https://forums.unrealengine.com/t/transferring-or-re-creating-kinematic-mechanisms-from-cad-environments-like-nx-solidworks-etc-into-unreal/2511453 "2025-05-15T13:31:29Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Jaggu2020](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jaggu2020](https://forums.unrealengine.com/u/Jaggu2020)\
**Post date:** [May 15, 2025, 1:31pm UTC](https://forums.unrealengine.com/t/transferring-or-re-creating-kinematic-mechanisms-from-cad-environments-like-nx-solidworks-etc-into-unreal/2511453/1 "2025-05-15T13:31:29Z")

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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!

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**Author:** ![CheapMeow](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cheapmeow/32/1009431_2.png) [@CheapMeow](https://forums.unrealengine.com/u/CheapMeow)\
**Post date:** [May 15, 2025, 2:22pm UTC](https://forums.unrealengine.com/t/transferring-or-re-creating-kinematic-mechanisms-from-cad-environments-like-nx-solidworks-etc-into-unreal/2511453/2 "2025-05-15T14:22:26Z")

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See [Using Datasmith with Solidworks in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-datasmith-with-solidworks-in-unreal-engine)

There is not Assembly Relations after importing.

To recover physics constraint, see [UE4 Mechanical Joints - Physics Constraints in Unreal Engine 4 Tutorial / How To](https://youtu.be/bMEp9tAcisU?si=08E37H-dAGJWMnvP)

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**Author:** ![Jaggu2020](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jaggu2020](https://forums.unrealengine.com/u/Jaggu2020)\
**Post date:** [May 20, 2025, 8:13am UTC](https://forums.unrealengine.com/t/transferring-or-re-creating-kinematic-mechanisms-from-cad-environments-like-nx-solidworks-etc-into-unreal/2511453/3 "2025-05-20T08:13:07Z")

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currently I am trying with exporting the kinematics and simulation data from NX as a .json file building a blueprint to read that data to replicate the animation positions, any reference material on this approach available?
