For documentation purposes. Not a tutorial.
1- Export the mesh to Unreal that you are using that is going to be instanced.
This is important because pivot point might be different
2- Create an actor with an HISM, with an array of transforms,
and set it to Add instances with these transforms.
Correct the translation if necessary. * 100
3- Write this script, it basically extracts all the transform data from all the meshes into a txt, with the correct format for Unreal Blueprints.
– Run the script.
4- Check for any incongruencies, you may need to Negate the rotation or the position, because Blender has different coordinates.
For how to do it using Revit Architecture:
https://youtu.be/PxErENyRUjI
Voir sur youtube