When I import new models to my level...

When I import new models to my level...and then go to have them TAGGED Dash says there are no new assets that need tagging. I use the elipse menu to CHECK for untagged...and it says again no new assets. I'm looking at several new models I've imported under my Furniture Folder that have not been tagged and do not show up in the Content Browser. Now the strang thing is I'm pretty sure eventually they will show up as untagged and let me tag them....but this seems like a bug. Anyone else have similar experience?
11 Replies
Adnan Chaumette
Adnan Chaumette5mo ago
@Costantino
StormGolf73
StormGolf73OP5mo ago
So it looks like the only way I can get the system to see the new models is to close Unreal and open it back up. A bit mis leading to have the CHECK FOR UNTAGGED ASSETS if it doesn't really check...all I ever get is All Assets Have Been Tagged. Maybe a bug.
No description
Costantino
Costantino5mo ago
Hello, the button "Check For Untagged Assets" will check if any of the assets in Dash content library have no tags, and allows you to tag them. This can happen if for example something goes wrong while tagging, like an engine crash, internet gets disconnected and some other similar things. To tag assets that you import, the steps are highlighted in the video, but to summarize are: - Import your assets, and save them in the project. This will make them available to Dash Content Library (before saving them they are not in unreal registry yet) - You will see that the counter on the folder changes, highlighting there are some uncomputed assets inside the folder. Clicking on compute assets will generate the data and tag them Hope this helps!
Costantino
Costantino5mo ago
StormGolf73
StormGolf73OP5mo ago
Ah I see on the check for untagged assets. That makes more sense. As all the ones that showed up did have TAGS. However even when saving after importing new models Dash does not show new models to be tagged/computed in the browser until I re-open Unreal. Should this be the case?
Costantino
Costantino5mo ago
If you don't see the counters changing like in the video above, something might be erroring out while triggering the unreal callbacks, or maybe the callbacks are not running at all... We can try to diagnose the issue by turning on some logs. If you paste this code inside the unreal python console, and execute it, you will start having a lot of messages. I'm expecting to see some errors in your case import GN.UnrealContentLibrary.LibraryProject as LibP LibP.BATCH_WITH_LOG=True LibP.SILENCE_CRASH_REPORTS=False LibP.logger.setLevel(10)
Costantino
Costantino5mo ago
In this second video, I have disconnected the communication between unreal and the library, to record how you can temporarely force an update without closing unreal. (it will take some time as it's a brute force approach, but should be faster and less annoying than closing unreal) It's a bit of a hack, but you can use it until we figure out why doesn't automatically ipdate for you. To run this, download the script anywhere, copy and paste the path in the bar and execute like in the video.
StormGolf73
StormGolf73OP5mo ago
I can try this. Before I do...the only thing that might be strange, most people don't have setup on their UNREAL is I enable the REMOTE EXECUTION inside my projects for Python....as I use a Blender plugin from Epic to send files over to Unreal directly from Blender. All it really does is export an FBX, sends to a directory in Unreal, similar to a manual import...but it's a quick key execution in Blender and works seamlessly. Do you think this could be causing a problem? I'll disable this feature in Unreal and try manually importing an FBX to see if things work as expected. Maybe this will give us both a bit more information to work with.
StormGolf73
StormGolf73OP5mo ago
I tick this box on every Unreal project....as this enables the plugin from Blender to do it's thing. It's an EPIC plugin...but who knows.
No description
StormGolf73
StormGolf73OP5mo ago
I'll keep you updated if I see more issues....but for now this no longer seems to be an issue. The one main thing I did is SAVE from the thumbnail in the content-browser as your video showed. The counter ticks up. I've never done it there...I always had opened up the mesh in it's own editor. made material changes and saved with the DISK icon there. Not sure if this has changed anything but it is different than I had done before. Now when I save via ICON on the mesh editor, like had been doing, the counter tick seems to go up. shrug I have enabled and disabled, but currently have enabled my Remote Execution Python checkbox as I need it. It does not seem to affect the functionality of Dash. Again the only thing I've really done differently in this entire test was initially use the right click SAVE on the content-browser page of said MESH. From then on the saves and imports have been working. May look there in the code to see if there is anything funny going on....until I had done that the ticks/counter were not going up until I restarted Unreal. Software...ugh....I know this isn't much help, but it's my experience and may give you an area to look at. Who knows, could have just been something glitched in memory too...not at all Dash fault. Thanks for your help on this!
Costantino
Costantino5mo ago
Thank you for the information. For detecting asset changes the library listens to asset registry changes, which shouldn’t be affected from where the save comes from as it’s way below any UI layer. I did try to reproduce your issue but so far I was not able to so if it happens again, would be great if you can turn on the log messages (with the few lines of code above) and send them to me. Thank you
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