Since version 1.1, Irrlicht is able to save and load the full scene graph into an .irr file, an xml based format. There is an editor available to edit those files, named irrEdit (http://www.ambiera.com/irredit) which can also be used as world and particle editor. This tutorial shows how to use .irr files.
Lets start: Create an Irrlicht device and setup the window. 
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
int main(int argc, char** argv)
{
    
    video::E_DRIVER_TYPE driverType=driverChoiceConsole();
    if (driverType==video::EDT_COUNT)
        return 1;
    
    IrrlichtDevice* device =
        createDevice(driverType, core::dimension2d<u32>(640, 480));
    if (device == 0)
        return 1; 
    device->setWindowCaption(L"Load .irr file example");
    video::IVideoDriver* driver = device->getVideoDriver();
    scene::ISceneManager* smgr = device->getSceneManager();
 Now load our .irr file. .irr files can store the whole scene graph including animators, materials and particle systems. And there is also the possibility to store arbitrary user data for every scene node in that file. To keep this example simple, we are simply loading the scene here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene for more information. So to load and display a complicated huge scene, we only need a single call to loadScene(). 
 You might have to work around some minor problems in current .irr loader:
- It can't load meshes relative to the .irr file, but only relative to the working directory. So you might have to change your working directory to the path where the .irr file is in.
- When passing a custom parent node to loadScene then irr_scene attributes will be passed to that. Usually not a problem, but for example AmbientLight will not change that way unless you create a custom SceneNode type which can interpret those attributes. if (argc>1)     smgr->loadScene(argv[1]); else     smgr->loadScene(getExampleMediaPath() + "example.irr"); 
scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f); scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector(); 
core::array<scene::ISceneNode *> nodes; smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes);  for (u32 i=0; i < nodes.size(); ++i) {     scene::ISceneNode * node = nodes[i];     scene::ITriangleSelector * selector = 0;     switch(node->getType())     {     case scene::ESNT_CUBE:     case scene::ESNT_ANIMATED_MESH:                                    selector = smgr->createTriangleSelectorFromBoundingBox(node);     break;     case scene::ESNT_MESH:     case scene::ESNT_SPHERE:          selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);         break;     case scene::ESNT_TERRAIN:         selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node);         break;     case scene::ESNT_OCTREE:         selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);         break;     default:                  break;     }     if(selector)     {                  meta->addTriangleSelector(selector);                  selector->drop();     } } 
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(     meta, camera, core::vector3df(5,5,5),     core::vector3df(0,0,0)); meta->drop();  camera->addAnimator(anim); anim->drop();  camera->setPosition(core::vector3df(0.f, 20.f, 0.f)); scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE); if(cube)     camera->setTarget(cube->getAbsolutePosition()); 
    int lastFPS = -1;     while(device->run())     if (device->isWindowActive())     {         driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,200,200,200));         smgr->drawAll();         driver->endScene();         int fps = driver->getFPS();         if (lastFPS != fps)         {             core::stringw str = L"Load Irrlicht File example - Irrlicht Engine [";             str += driver->getName();             str += "] FPS:";             str += fps;             device->setWindowCaption(str.c_str());             lastFPS = fps;         }     }     device->drop();     return 0; }