Invert Mask bug
Invert mask of proximity and object mask resets after closing and reopening of project
19 Replies
Hey!
When you re-open the project, are there any errors in the UE output log?
And what UE version and Dash version? (Dash version can be seen in the main Dash menu)
I have not found any error in the output log, I am using UE 5.6 and Dash 1.9.1
Hmm, if you do a new project or even new level, is it reproduceable?
It works fine on a previous project made in 5.5
Actually it bugged out again now, even on 5.5
Dang it 😦
I have tried to reproduce it on my end, on several old projects and new ones. But it works fine for me.
Could you record a video showing when it happens, just so I can see your exact settings in Surface Scatter and everything, to get full context
This is before closing project with inverted object mask
This is after reopening. As you can see, it initially had invert active when loading the project but after loading its gone and i have to turn on invert every time
thanks for the video!
I'm thinking if it may be related to the sublevel/persistent level setup you have there, was the other project you had issues with also one of those?
Yes, I have many levels in my project. The project i am working on is on a large scale, so I cannot use just a single level. Is there a work around for it. Thank you
Not sure if that is the reason, it was just an idea. We "generally" don't support persistent level workflow with Dash yet.
Could you try a normal level and see if it works as it should in there? That way we can pinpoint where the issue is at least.
Also many of many scatter systems wont get saved sometimes, the scatter will be ther but can no longer be edited in dash menu
is there a way to add scatter system manually to dash menu
This is sadly most likely also due to the persistent level workflow.
As mentioned we don't support this properly and the problem is this:
When you create Dash scatters/objects, the thing that keeps the tool connection alive is the DashSceneData actor in the UE outlier. And this is created once per level.
In the persistent level workflow, you have several levels and thus several DashSceneData actors and that Dash can't handle.
So in conclusion, to use Dash decently in the persistent workflow, you only can use Dash within one of your levels. In order to make sure there are no DashSceneData actors in the other levels.
I hope this makes sense and that you can try to work with this in mind and avoid/minimize these types of problems.
FYI, we plan to fix proper support, but it is very complex so it is taken longer than expexted.
If i put all my scatters in one level, it should work right?
In theory yes, but we haven't tested much for this workflow yet.
And important to remove the DashSceneData actor and other Dash things from all the other levels
Can you please tell me what the "execute tool" and "compound tool" in the dash menu is
Execute tool ain't relevant to 99% of our tools so no need to think about that 🙂
And for compounds, it is a way to kinda put together several tools and edit the most important settings from tool 1, tool 2 tool 3 etc, in one place 🙂
We haven't covered it much yet as it will be more applicable later after some more development, but here is our docs on the topic: https://docs.polygonflow.io/getting-started/quickstart#compounds
Thank you Daniel