Any clue how to get thumbnail images to

Any clue how to get thumbnail images to load in Dash Content Browser? About half the time it appears like the following. I've checked CPU, memory, and GPU memory. All seem to have plenty of room to handle the processing. I'm using a Windows 11 system.
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22 Replies
Costantino
Costantino•8mo ago
Hello, if you get the loading stuck, something else might be going on. Can you please tell me what Dash version do you have?
Jim H.
Jim H.OP•8mo ago
1.8.3 with UE 5.4.4. I've been able to get the thumbnail images to load if I close down UE and restart it. But it doesn't always work. I'm also getting this every so often while tagging assets. The weird thing is that I have 64GB of memory and 16GB of VRAM, and neither seem to be max'ing out.
Jim H.
Jim H.OP•8mo ago
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Costantino
Costantino•8mo ago
It's possible something else crashes 🤔 if that happens often, we can turn on some extra logging and see if it's something we can solve
Jim H.
Jim H.OP•8mo ago
Let me know how I might help with this. It's intermittent, but not rare.
Unknown User
Unknown User•4mo ago
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Costantino
Costantino•4mo ago
With some assets it can happen that the thumbnail is generated a bit before the higher res LOD is loaded. If you right click on it, and call re-compute, it should re-generate it correctly.
Unknown User
Unknown User•4mo ago
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Costantino
Costantino•4mo ago
Some folders are excluded automatically as in the megascan exmple, the assets are better used/browsed when from the actual megascan library in Dash.
Unknown User
Unknown User•4mo ago
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Costantino
Costantino•3mo ago
Hello, With the introduction of Fab, things got definitely more confusing for everyone. Let me give you a small concise overview that should shed some light. - Dash Quixel/Megascan library: reads the assets downloaded from Quixel Bridge on disk. For the Quixel Bridge unreal plugin, you can read all the 3d assets. From the Quixel Bridge standalone, you can read all the atlases. In order for this to work, you simply set the folders in Dash to the places where the data is downloaded from those plugins. - Dash Fab: reads the asset downloaded from Epic's Fab plugin, and allows you to use them on every UE project, without the need to re-download them ever. It aims to integrate the Dash workflow with making it similar to how it was using Megascans before Fab was introduced. Files are on disk, you can use them on demand on each project. The Fab Library Path is: where Dash data is saved and used on disk. It can be anywhere on your hard disk. It will keep the asset data and metadata. The Fab UE Cashe Path is: where Fab temporarily downloads an asset. these downloads are temporary, and we use them to build your offline library for Dash. This path must be the one you can set from Epic's Fab plugin. Hope this helps in making the best out of Dash for you!
Unknown User
Unknown User•3mo ago
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Costantino
Costantino•3mo ago
Hey, thanks for the detailed answer. Computing data from Fab is definitely not the designed workflow, and doesn't really embrace the simplicity we aim for. I'm guessing you might have some errors. It might be caused from some recent changes from Epic web side of things, so we can try to update a couple of files and see if it fixes it.
Costantino
Costantino•3mo ago
Try to replace the following files, then restart unreal DASH_ROOT\Plugins\UnrealEngineContext\Imports\GN\UnrealContentLibrary\LibraryFab.py DASH_ROOT\Modules\GN\ContentLibrary\Backends\Fab\Data.py DASH_ROOT\Modules\GN\ContentLibrary\Backends\Fab\WebView.py
Unknown User
Unknown User•3mo ago
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Costantino
Costantino•3mo ago
I think the problem here, is the way you add assets. Our fab library, only works with assets that: - Are downloaded from Epic's FAB plugin (no vault, no importing them in the project, etc..) - Are of specific types, like 3d meshes, not entire levels, for example The reason why is quite simple. Any asset that is acquired in the project in a way that is not trhough the download from Epic's FAB, will not have any id, metadata, etc, to allow us to display it in our library as it should. So if things are acquired in another way, the data needed will need to be computed, and that's where you might want to use project library. For example, some users have added entire levels from FAB, which is not supported as those levels don't come with individual metadata for each asset. So their workflow in this case, is to use the project library to compute this data. Hope this helps!
Unknown User
Unknown User•3mo ago
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Costantino
Costantino•3mo ago
Fab UE Cahe Path is not the vault cache, but the Fab plugin cache, which is different. Also, the two paths should not be the same. Fab Library Path: Where dash stores the asset data Fab UE Cache Path: Where Fab saves temporary data You can also check out in the video from the documentation how to set it up: https://docs.polygonflow.io/getting-started/user-interface/content-browser#fab-1 Let me know if this solves the issue for you
Unknown User
Unknown User•3mo ago
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Costantino
Costantino•3mo ago
Not sure what can be the cause at this point. I think we can try to schedule a remote session where I can try a few things on your pc directly via anydesk. Since the problem is liekely very tricky, I think a remote session will be easier than a call as I will need hands on your machine to run some scripts and see if I'm able to identify the issue. I'm on GMT+7, what is your time zone?
Unknown User
Unknown User•3mo ago
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Costantino
Costantino•3mo ago
Ok let me DM you with some options

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