General questions

OK. I see it now. Hold down CTRL while dropping it.
28 Replies
DanielFreden (Dash for UE5)
Hey! Nice to see you in here! / Daniel from the Twitter comments I see you figured out that you needed to hold CTRL when dropping in the material/s, sorry for not being more clear about that! You mentioned that the Dirt controls looked different for you that it did in the Material Edit video, what differences do you mean? It should be mostly the same I thinkšŸ¤” Regarding undo, as we are a UI on top of Unreal, it is quite limited to what we can do, so no it don't really work on our tools. But so far I don't actually remember anyone asking about this even, so very curious in what specific actions do you think it would have made sense to have basic undo? Or just for everything? Sliding sliders and all? Kinda the same logic on the CTRL C-V logic, but curious here as well, what exactly where you trying to copy? šŸ™‚ @arabinowitz
arabinowitz
arabinowitzOP•6mo ago
I will have to play more to give you some specifics, but I have definitely tried to undo MANY times. Little things I did and then wanted to move back a few steps. I do understand the issue. Anything you do in the custom UI/plugin is not seen by Unreal. We had a product at Red Giant for which we built a custom UI. But the problem was that anything we did in the UI was not seen by After Effects, so you couldn't undo it. We had to sorta build a history tracker into the tool itself.
DanielFreden (Dash for UE5)
Sounds good! Ah yee I am no developer but I would assume it is a similar issue yee
arabinowitz
arabinowitzOP•6mo ago
So here's a great example of why I need an undo. I start making changes to a material setting and before I know it I have gone down the wrong path and want to go back a few steps before I have ruined it horribly. Unless I can remember each thing I did since I liked it, I'm kinda screwed. Or if I physics paint junk onto a floor and do it a few times only to realize I want to pull it back without having to erase it all. how do you close the dash UI? I can’t figure out how to make it go away when I don’t need it. I just realized that you created a separate string just for us to have this conversation so here’s two other notes and questions I put in the main channel: https://discord.com/channels/826908885024636989/826909072246308914/1307012860102316083 https://discord.com/channels/826908885024636989/826909072246308914/1307037505505460267
DanielFreden (Dash for UE5)
Yee, we can continue here with new questions šŸ™Œ 1. Regarding the AI assistant answer, yee that's very off šŸ˜… We don't have much info about the physics tools yet in the docs so that's the main problem here. So as we keep improving the docs, it will for sure get better! And yee it can be that the assistant mixes up Dash physics with UE physics controlsšŸ¤” Thanks for pointing this out though! 2. Regarding your physics video, yes this was actually a bug I started to experience a while ago, but no one in the team has experienced it and not anyone in Discord as far as I know. We were hoping it was just my PC somehow. But to give you some context, all works fine with the controls the first physics paint session after a UE level opening, it is the second etc paint session that does not work :/ We have tried to find the problem here, but not been able to yet, but will keep pushing on itāœ… Thanks again for letting us know!šŸ‘
arabinowitz
arabinowitzOP•6mo ago
Ok so is there two dash physics tools? Or you’re saying that physics painting objects with different physics characteristics is an Unreal tool and painting objects into the world with physics is a dash tool? Also in case you missed this one: How do you close the Dash UI? I would have thought clicking on the dash button while open would do it or that there would be a close option in the dash bar - but I can’t find it.
DanielFreden (Dash for UE5)
Dash has Physics Drop and Physics Paint, here around 15:50, we show both of them: https://youtu.be/RA3yGbCvxIU?si=t2g0qhpr_6MXlXd5&t=948 But what I meant was that the assistant maybe gather info around the UE Collision settings or something, I don't know much about other physics simulations in UE, but I assume there exists other ways of placing objects with physics than with Dash. oh sorry, I missed that one! Right now the Close button is located in the main Dash menu, the vertical dots on the left side of Dash. But in 1.8.5 we are actually adding a Close button directly on Dash, it is definitely needed as you are not the first who has not found the Close buttonāœ…
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arabinowitz
arabinowitzOP•6mo ago
I'm totally not seeing the close UI commend here:
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DanielFreden (Dash for UE5)
You have to scroll to the bottom, bad UI I know
arabinowitz
arabinowitzOP•6mo ago
There it is Thx
DanielFreden (Dash for UE5)
No worriesšŸ™Œ
arabinowitz
arabinowitzOP•6mo ago
Is there a way to change the scale of objects being used for Physics Painting?
DanielFreden (Dash for UE5)
There is not! But it certainly is a good idea so will add it to the list! For now, you would need to select multiple sizes when starting the Paint Mode
arabinowitz
arabinowitzOP•6mo ago
So the challenge with that is that no matter how I scale things, your instancer uses it at 100% scale.
DanielFreden (Dash for UE5)
hmm, in what UE version? And you are on Dash 1.8.3 right?
arabinowitz
arabinowitzOP•6mo ago
Great question. I think it's 1.8.2 but I DL'ed it last week. let me check no - it's 1.8.3 let me double check the issue
DanielFreden (Dash for UE5)
Thanks! For me it worked fine in UE 5.4 and 5.3 at least, and I took three meshes of the same one from our CB and then re-sized them, and then select all 3 and do paint
arabinowitz
arabinowitzOP•6mo ago
OK. I just tested it and it’s working. But I did have a weird inconsistency where the first time the size came out the original full scale, and then afterwards when I was dropping additional stuff on top of it, it completely ignored the physics for those first painted objects. I can’t re-create it. Something I will mention regarding the user interface… It would be awesome if there was a way to docket along the top. Also, I’m very used to click+ hold+drag in the menus - because many things function that way in unreal, but if I do that with your interface, it drags the interface. I find that happening over and over again. Maybe if it was docked that would not happen? Daniel I am so sorry to hit you with so many questions...
arabinowitz
arabinowitzOP•6mo ago
But I probably won't stop. If I want to make my own leaves what do I need to keep in mind in terms of placement of the axis point? I tried using leaves from Quixel but they changed depending on how close the camera got (I assume an LOD thing) and I could not figure out how to shut that off.
DanielFreden (Dash for UE5)
haha no worries with the questions! I will get back to your questions here soon! But probably best if we for new questions post them in #dash so that the others in the team can see them and respond (even though I am mainly in charge of Discord) + doing new questions and threads for separate things will keep things a bit more organized for future users searching for similar questions that you have asked šŸ™Œ And if it is more "personal" questions, we do them in DM šŸ™
arabinowitz
arabinowitzOP•6mo ago
Yeah that sounds great. I get to annoy everyone equally.
DanielFreden (Dash for UE5)
haha exactly
DanielFreden (Dash for UE5)
weird inconsistency with the physics, let me know if that happens again and again With dock, you mean alongside the normal UE windows? instead of it being a separate thing? hmm, what you mean exactly by click + hold+drag in the UE menus? Will check that leaves thingy with the devsšŸ™Œ But we do have our Create Alpha Cards Action and our Alpha Cut tool, that you may be able to use here, depending on your leaves creation process. https://docs.polygonflow.io/dash-tools/alphacut#base-properties
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DanielFreden (Dash for UE5)
got an answer quickly from the devs, in the vine tool we have a forward axis setting which is X or Y, so make sure your leaves is not an object pointing upwards the Z axis
arabinowitz
arabinowitzOP•6mo ago
And does the stem on the leadf need to be at 0.0? I'll posty the docking thing on the main channel.
DanielFreden (Dash for UE5)
will check! Ait ait, I know we have it on our request list to be able to dock Dash like any other UE window but I think it might be hard to mix the two approaches "the pivot point needs to be there"
arabinowitz
arabinowitzOP•6mo ago
At the base of the stem. Cool. That makes sense. Now I have to figure out why the quixel leaves are changing when the camera gets up close.
DanielFreden (Dash for UE5)
Probably related to the LODs yes, maybe this faq post can help https://discord.com/channels/826908885024636989/1217094429823860786 Otherwise, try using the AI assistant in Dash (1.8.5 beta) in the Unreal Engine mode, it might also be helpfulšŸ™Œ

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