Procedural to static doesn't seem to be working in 1.5.1
I realize I can only enable displacement if nanite is enabled and I can only enable nanite in a Dash terrain if I convert it first to a static mesh (right?). But the latter step doesn't seem to be working. Nothing seems to change when I do it. It shows "calculating distance fields" for a brief moment and then the actor remains unchanged, with the normal Actor type and icon. And if I try to enable Nanite, it doesn't seem to do anything because displacement doesn't work. The same happens with a Da...
Constant crashes after latest Dash update (1.5.1)
Is there a way to revert to the previous version just to make sure these constant crashes are related with this update?

Make Instances editable in the surface scatter
This would make this tool sooo flexible and powerful. After the scatter be able to delete or move individual instances as in the foliage tool!
Perpetual Plan Question
Hi, first of all congratulations for the amazing work on Dash, it is really amazing.
I have a question regarding the Perpetual License, if I purchase it I will only have updates for 12 months? I don't understand very well what will happen after those 12 months, because normally when you buy a perpetual license it means that you will always have updates.
Could someone explain me what is the difference between a normal and a perpetual license?
Thanks!...
Mouse wont hover over Dash ui after auto save
After the auto save, I cant hover my mouse over any of the ui, the bar or the content browser. My pointer just zips off screen. I closed ue but ill see if i can recreate the bug.
Adding color variation to imported assets
Hi guys! Love dash, so much so that got a enterprise plan for the company. One feature I really miss is the ability to somehow modify the material for the imported FBX asset in order for it to be able to change color during scattering. Say an imported camping tent from a cgtrader, would be nice to add a say constant vector + multiply to existing texture (or a better way) and thus allow dash to use that as a basis for HLS variation
Honest feedback
Hello, I've been testing Dash and the experience has been a lot less smooth than I expected
- I don’t have the nice floating bar like in the videos, only the full blown ui, a lot more cumbersome to navigate and disturbing on the screen. I wonder why you dropped the floating bar, it was a brilliant Idea IMHO.
- Sliders seems unresponsive when dragging, I have to move my mouse across the whole screen to increase of 0.03 ish, and it seems to freeze quite a lot. Hold ctrl makes it better, but I have to use it all the time.
- Sometime when selecting a terrain or a scatter the contextual icon doesn't show up and it's impossible to edit it anymore. Restarting the engine didn't fix it.
- I couldn't find how to enable Nanite on the terrain.I I type nanite, I have 2 options to turn it on for actor or for static mesh, and none of them work for the terrain...
Website Improvement Suggestions
If you have any ideas on how we could improve our website, polygonflow.io to make it easier to understand for new visitors and also more useful for current users of Dash, please let us know by sending replies to this post. 🙏 🙏
RVT Blending
It would be nice to have RVT blend material (or a similar feature) to blend the assets material with the terrain material.
It would be even more interesting if it was possible to blend material between different meshes (sometimes terrain is just a mesh or sometimes it looks more natural if materials blend together instead of a hard transition)...
UE Features stop working
Engine Version: 5.2
So there's no one single feature that stops working and no specific sequence of events that triggers this but mid session Dash will just stop working, it seems like its the final execution of whatever task just doesn't work.
For example drawing a curve will stop right at the point where it ads points to the mesh. Then the UI elements that says "place curve" or whatever stays on the screen even after closing Dash. ...
First Impression and Issue
Dash is cool - can't wait for content browser integration.
One issue atm is I can no longer add assets with Dash. I just get a no icon lol
Wish I could have the cheat sheet open always (I don't yet know the mouse controls).
Thank you for the great tool though. Super stoked to be a part of its users at this early stage....
Sink in scatter should have a proportional mode
This is to account for objects with different sizes. Currently the sink seems to happen in absolute units, leading to smaller objects becoming invisible whereas bigger objects are just a bit sunk, thereby leading to seemingly unpopulated areas when in fact these are just areas with objects fully sunk. With proportional mode, objects would sink proportionally to their size. For example, if we sink by 10%, objects 1m tall would sink by 0.1m whereas objects 20cm tall would sink by 2cm. All scattere...
Scatter names should match what you have in the scene.
As of right now it just says surface scatter.
But if rename the Scatter to ex Rocks. It should say at the top
Rocks(Surface Scatter)
Rocks(Path Scatter)...

Merging of road/paths
Would be Great if that would be added in the future, Also custom meshes for paths if we want to do more. Example of golf cart paths

Reverse Angle.
Right now you can make it so objects can appear only at a certain angle would be great if we could invert that so we can have objects only on the the harsh angles.
Add to camera controls a dropdown with common aspect ratios
This dropdown locks sensor width to height and vice-versa to keep that aspect ratio depending on what we input in one of them. For example, if I select 16:9 for aspect ratio and I define 40 for sensor width, Dash would establish sensor height as 22.5, hence ensuring a 16:9 aspect ratio.
use blueprint actors with mesh (and collision) as proximity or object masking
RESOLVED: I have some meshes that i converted to blueprint actors that are not necessarily instances but have some logic, do you think it would be possible to have them as proximity or object masking? For now I can just overlap the pure static mesh over their blueprint counterparts.