Hey @Kancha If you hold CTRL and zoom in the CB, you will see 3 selection buttons, 1k, 2k and 4K FYI, this zoom ability works on all tabs/views in the CB
Hi. Are there any updates regarding support for blueprints in the content browser? It would be great if we could use the content browser for more complex assets as well, such as vehicles or light fixtures
Hey @this_is_dbo Regarding your selection issue, did you manage to sort it out with the guidance Dafar gave you? If not, if you can record a video showing the issue, I can surely find the problem and help you out!
Regarding Physics Paint, yep the Brush and the other settings have a known bug, it only works the first time after opening UE, and then they are broken.. super annoying I know! It will be solved in next Dash release at least!
Can you perhaps share some details about your deformed mesh (how you created it), so I can try it myself? I know we have had some reports of physics falling through a landscape when using very small objects and I think that has been solved in the next Dash version as well, so maybe your problem has already been fixed internally as well
Yee this is a little bit confusing in the beginning for sure. Material Edit (and Blend Material) are transient tools, meaning there can exist several Material Edit tools in one level (depending on if you have surfaces/objects with materials from Megascans/Poly Haven in Dash CB). So in order to make sure one adjusts the material of the correct asset/surface, one has to select the asset and then open Material Edit. If you had a material edit open for another tool, you need to re-open it to get it to work for the newly selected asset
Hey I hope you are doing good! Sadly not, but I know we are making some big improvements to the CB in Dash 1.9 so perhaps we might be able to squeeze it in there, but can't promise anything unfortunately! But yes I agree, it would be really good!
Hey! @They_Dont_Fw_Mikey, sorry about this! But it is an easy fix 99% of the time! You can find the solution in this FAQ post: faqLicense Manager Problems
Regarding the naming 1. Yee this is the way it is supposed to be, so we will look into a fix. P.S., you can try to rename them within the tools panel by double-clicking on its blue name. It may or may not work in current Dash version. 2. Aha, never noticed, thanks for letting me know!
Regarding the physics, when I tried to set the landscape/surface to complex, it actually worked, not sure if it is because I am using an internal version of upcoming Dash or if you did something different when you tried?
Regarding next Dash, it will sadly come sometime in January, we were hoping to push it before Christmas, but were not able to unfortunately.
1. You can paint vertex colors on the surface and use the vertex mask in Surface Scatter 2. Once you are 99% happy with the scatter, we have a Dash to UE foligae painter converter so you can do the last 1% with that tool. You can select the scatter and search for "foliage" and you should find it
Bonus: we have a mask for Landcape layers, if you are using those
For atlases you have to get the Bridge Standalone software, https://quixel.com/bridge It should work, at least for now!
Regarding FAB, we do have beta support for FAB in 1.8.5 beta in case you are interested in trying --> ttps://discord.com/channels/826908885024636989/826910278561169418/1308474264554573895. But this beta don't have the physics fixes discussed above just so you know
I hope these videos help a bit! The main problem, at least with poles, is that usually the pivot point is not ideal for the cables to spawn from, so probably easiest to do as I did in the video, adjust the height in the cable tool so that they spawn in a good place.
Alternative 2 is to create an empty actor and place it on a good spot, and then use those instead in the Cable tool.
P.S. you can't use the cable tool on the result of Surface Scatter or Path Scatter etc, in those cases you need to bake down the scatters into individual meshes
Right now I would say the most important links/help are our documentation (work in progress) and our YouTube channel (it has a lot of videos, most, besides the newest ones, has our old UI but can still be helpful)
I'll give it a try. Anyway, as I've learned from your tutorials that scattering a lot of decals is quite "expensive". Bake decals (and or blend material) would be very useful to create different versions of an asset freeing memory and processing power.