If you want to watch detailed tutorials on the different tools in Dash, you should give this playlist a look: ruclips.net/p/PLA8x6Gryv9C-YSeyME9uey5Q94SGzQWxX We always welcome any questions or feedback about Dash, ask away in the comments!
If you use decals or textures from Dash, they are stored the same way in UE as if you used them from the UE Content Browser, so there is no difference there, the focus is more about making it easier to use them and adjust it if you are using Decal Scatter for example. 🙂
Is this editor only or can it run during runtime as well? I'm curious for the 2nd use case as I'm thinking of using this for randomly procedurally generated loot spawns using that physics feature you have. Also is there a way to get a bunch of objects, and scatter them everywhere by flinging them in random directions? Kinda like here in this game: ruclips.net/video/AmiENomel4o/видео.html I'm trying to do something like that during runtime and I'm thinking of using this plugin for that
Hi, it is sadly only editor. It would be cool to have in during runtime, but I do not think we will focus on that any time soon. But yes we kinda have the ability to fling a bunch of stuff away like in your linked video. But as it is only editor, I guess it is not useful for you. Let us know if you have any other questions :)
Thank you! Josh did a really great job here indeed! Dash has changed a lot since this video though, so if you are interested to try it out, our Discord is a great place to be in! :)
Hello... hope you can help me somehow. I have a giant rock golem in UE5 that's rigged and I'll animate it, but I'd like to paint some grass, stones and trees on it so they move when my giant moves... it's there a way that I could achieve this? thanks in advance
Hey! I don't know much about rigging and animation, but I suspect you might need to convert the scattered grass etc to static meshes and then perhaps merge them with your Golem. You can convert to scatter to static, by using the command "Merge Actors" in Dash, or perhaps the command "Convert instances to foliage" is more suitable. FYI, both of this will break the tool connection, meaning you can't adjust the scatter with the Dash UI anymore. And again, mostly guessing here, but maybe it helps some!
@@hectorsuriel No worries at all! Would love to see the final creation when you are done, feel free to share it in our Discord or tag us in any social posts, sounds like a cool project!
@@polygonflow i remember 3ds max and Maya using in 2004. Now in 2023.... It gives more confident and as said in the video. Stick to the idea no worries about 100 things to execution....
Cool and all, but as long as you're subscription based it's a no go for me. I'd be more than happy to pay a fixed amount, but subscriptions are just too expensive.
@@borzonstudios8638 It is placed on the right side, next to the other plans in our pricing section on polygonflow.io :) Let me know if you are having trouble finding it! :)
If you want to watch detailed tutorials on the different tools in Dash, you should give this playlist a look: ruclips.net/p/PLA8x6Gryv9C-YSeyME9uey5Q94SGzQWxX
We always welcome any questions or feedback about Dash, ask away in the comments!
This is so mind bogglingly cool. Can’t wait to use it
Thank you!
Great tutorial!!! keep them coming. world-building with Dash is becoming relevant
Where are these decals and texture stored? How would you go about optimizing?
If you use decals or textures from Dash, they are stored the same way in UE as if you used them from the UE Content Browser, so there is no difference there, the focus is more about making it easier to use them and adjust it if you are using Decal Scatter for example. 🙂
Very inspirational ❤
Is this editor only or can it run during runtime as well? I'm curious for the 2nd use case as I'm thinking of using this for randomly procedurally generated loot spawns using that physics feature you have. Also is there a way to get a bunch of objects, and scatter them everywhere by flinging them in random directions? Kinda like here in this game: ruclips.net/video/AmiENomel4o/видео.html I'm trying to do something like that during runtime and I'm thinking of using this plugin for that
Hi, it is sadly only editor. It would be cool to have in during runtime, but I do not think we will focus on that any time soon.
But yes we kinda have the ability to fling a bunch of stuff away like in your linked video. But as it is only editor, I guess it is not useful for you.
Let us know if you have any other questions :)
how will dash work with the new owners of mega scans, arent they going to charge per asset?
We are planning on still allowing users to easily use their downloaded Megascans assets through Dash, even though they are moving to FAB :)
@@polygonflow so as long as they are purchased in the megascans quixel site we should be fine right?
wow great vid dude
Thank you! Josh did a really great job here indeed! Dash has changed a lot since this video though, so if you are interested to try it out, our Discord is a great place to be in! :)
It really looks good
Hello... hope you can help me somehow. I have a giant rock golem in UE5 that's rigged and I'll animate it, but I'd like to paint some grass, stones and trees on it so they move when my giant moves... it's there a way that I could achieve this? thanks in advance
Hey!
I don't know much about rigging and animation, but I suspect you might need to convert the scattered grass etc to static meshes and then perhaps merge them with your Golem. You can convert to scatter to static, by using the command "Merge Actors" in Dash, or perhaps the command "Convert instances to foliage" is more suitable. FYI, both of this will break the tool connection, meaning you can't adjust the scatter with the Dash UI anymore.
And again, mostly guessing here, but maybe it helps some!
@@polygonflow thank you so much for your answer. Regards
@@hectorsuriel No worries at all! Would love to see the final creation when you are done, feel free to share it in our Discord or tag us in any social posts, sounds like a cool project!
Hey Polygon just curious but what is the modular asset pack called that was used for the walls n such? couldn't find it in the description
Hey! Josh actually created those assets himself! Tried to find it, but could not, it was a while since we did this video :( Sorry!
Great. Dash is a magic. This is going to save lots of time....
Indeed it will!
@@polygonflow i remember 3ds max and Maya using in 2004. Now in 2023.... It gives more confident and as said in the video. Stick to the idea no worries about 100 things to execution....
Why don't you create a UE5 course building horror games, you have a knack for teaching, if you ever do, put PTBR subtitles for me hehehe
Thanks for saying that! Perhaps we will be able to create more similar content in the future!
Where did u get those assets
Not sure exactly what assets you mean, but all the assets used are linked in the video description above! :) The walls were made by Josh himself :)
wow
Just incredible +1
Thanks for saying that 🙏
amazing
how to import uasset in UE5
Which asset do you mean exactly? :)
did you say level sequencer in blender? at 8:04?
Sorry about the confusion, I used Blender for animating the hands/gun, and then Sequencer for the camera work 😀
Holy crap! the opening scared me. Great job. I almost clicked away.
Haha 😄 Thanks!
awesome
Cool and all, but as long as you're subscription based it's a no go for me.
I'd be more than happy to pay a fixed amount, but subscriptions are just too expensive.
Completely understandable! We actually have a perpetual license as well, if that makes more sense for you? :)
@@polygonflow Yeah definitely, where can I find that? Thanks in advance
@@borzonstudios8638 On the website! The pricing section shows you subscriptions & perpetual licensing
@@borzonstudios8638 It is placed on the right side, next to the other plans in our pricing section on polygonflow.io :) Let me know if you are having trouble finding it! :)
#goals
Should of racked that shotgun before going in....
Looks awesome.