Polygonflow Dash

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Polygonflow Dash

In this server, you can ask any question you may have about Dash. The world building plugin for Unreal Engine 5.

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Shift / Ctrl select

Currently, the Shift key selection behaves the same as Ctrl (individual selection), which makes it difficult to efficiently select a range of assets for bulk editing. It would be incredibly helpful if Shift+Click allowed for range selection, following the standard convention used in most file explorers and UI lists....

Sorting by name

It would be great if there was an option to sort assets in a folder by name. Right now it seems to be quite random.

content browser doesn't open

I am using UE5.5.4 and have it and Dash installed on a D drive, not a C drive. The Dash CB and Fab browser refuse to open. This is extremely frustrating because Ican't use the fab assets I've downloaded with the Dash tool.

All scatters in level is broken.

Hi! I have a very scary critical important issue - I've set up 3 scatters with the proximity settings. I wored with the Ivy generator, and it's stall - no any changes to the parameters of the vine generator is not responded. I try to close and open Dash panel in few times. And after next restart al scatters are broke with parameters and proximity dissapears. I dont know how to show this. But All scatters are distributed with high dencity in all of the surface. Proximity mask set up, but not working. I also find this error in the console....
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UI scale profile bug

In preferences UI is set to 150% but the scale is the default. If I set, as example, to 160% on next UE re-boot the interface is set correctly. On next boot it resets to default again....

Dash 191 update

Hi there! I have a small question regarding the Dash update process. Currently, I have version 1.9.0 installed at: C:\Users\USER\AppData\Local\Programs\Polygonflow\Dash...

Integrate Dash with UE project library content browser

I decided to give the Dash trial a try...and the thing I was worried about is already happening or will happen...--> The AI tag limit will be reached almost immediately if one has quite a few asset packs installed in a project. I presently have 14 asset packs installed in my present project (with a total of 6854 assets in those so far) and I'm just getting started with my asset packs. Even with the ability to filter the materials...that still will most likely exhaust the monthly allowed almost immediately. One of my asset packs has over 1000 assets in it alone...others are similar. Giving this a bit of thought, why not integrate the Dash content browser into the Unreal Engine content browser for the installed asset packs. What I mean is give us the ability to highlight any assets in a UE asset pack folder in the content browser and then select those assets for computing/tag in the right click pop up menu that UE already provides. Add an 'add to Dash or tag' icon or similar in that menu. That way, we can have total control over what assets to include for tagging rather than just computing the entire folder with assets we may not use (this would go a long way towards limiting the already low monthly asset allotment). If that is not doable then have the dash content browser (project library) recognize and show the assets in the dash content browser for the user to then highlight the ones they want for tagging. Either way, the user will then have control over what is tagged instead of just tagging the entire folder thus eliminating tagging of unwanted assets. Cheers!!!...

Fractional density (Maybe even per actor/mesh density) for the Physics brush

One of the most powerful features from Dash is it's physics brush to place object instances. unfortunately the control over density is not quite there. sometimes you just want a few items from a large selection of items randomly picked, but at this time when you paint 1 of each or more. for example, you hava a collection of 50 different items to paint but you just want a flow/density of 5 ptp (per x time pressed) but they all come at once. It would be great if there was a more granular density control 🙂...

Physics paint BP_Actors (not just mesh)

Hi there, it would be awesome to have the chance to physically paint BP actors as well as static meshes

Scroll wheel rotates object while placing in fixed angles

A tools that's popular with Blender users called KitOps (used to quickly modify a 3D object) let's a user choose rotation while placing an object in a scene with the scroll button on a mouse. It's very intuitive so was wondering if DASH could let me rotate an object that I'm starting to place in a scene using the same behavior.

BP Actors

Hi guys! One more critical request for future release is BP Actors support. I.e. I want to scatter lampposts which contains static mesh of the lamppost with the light source. The Dash will take only static mesh component from that BP. Very critical feature....
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Add warning that disabling DASH will mess up maps which use dash...

Noticed that DASH was making Unreal 5.5 run very, very, slowly. Turned plugin off to get performance boost in other maps. Opened a map, that had DASH made assets, now they are missing. You might want to add some sort of warning about this.

UE 5.6 Release update

Hey guys! When you will release update for plugin for UE 5.6? Cant wait to jump in)

Procedural audio!

I would love to be able to procedurally scatter audio! Like if I have a forest scatter bird sounds etc! I use fmod also so interoperability would be cool

SplineMesh curve tool

Given that there are road, pipes etc curve tools it would be amazing to also have a splinemesh curve tools where you could use any mesh to be defformed along the curve. I use that a lot in Unreal as it creates amazing stuff. I would love to see that on Dash!

Feature Request

Im not sure if this is already a thing that I cannot find, but, it would be very nice to be able to use the physics drop tool on actors. Currently, I have to use the physics drop on a StaticMesh but I would love to be able to use it on separate actor blueprints. Right now, I have to use physics drop on static meshes and then use the actor tab at the top to "Replace All With Selected Actor" which is slow and clunky....

Feature Request

Path Scatter – Align to Surface with Custom Input Introduce an “Align to Surface” checkbox for Path Scatter nodes, with the option to specify a custom surface input — similar to how Surface Scatter handles alignment. When using Path Scatter on a landscape, we run into issues with displaced surfaces — meaning we can only build clean, reliable roads on mostly flat terrain unless we pivot fully into UE’s native PCG workflows. From what I’ve found, Path Scatter can’t reference external geometry or surfaces for alignment — possibly expected behavior (unless I’ve missed something lol)....
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Move Polygonflow folder out of documents folder?

Hi is it possible to move the polygon flow folder out of the documents folder?

License Issue

@DanielFreden (Dash for UE5) after replacing the python scripts I'm unable to activate my license. Screenshot attached
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Content Browser Issues

Over the past few days I have lost all of my Quixel assets that used to be in the Dash content browser under the Quixel tab. For whatever reason only the past 5 decals I've downloaded are showing up when on the Quixel (old) tab. I've checked the paths in the prefs and they are correct like they've always been. I've also tried using the FAB tab in the content browser. I've added an asset to my project from FAB and nothing ever updates in the content browser in the FAB tab. However, all the PolyHa...
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