Content Plugin Workflow and AI Tagging Support

question for you? does Dash support the content plugin workflow for assets?
15 Replies
DanielFreden (Dash for UE5)
Hey @Dan@DADltd Honestly, I have no experience at all with that so no idea. 😄 But I know our Content Browser and AI tagging are only able to find the asset folders that are added to the project. Could you give me some details on how the plugin you are talking about works? 🤔 And when you say you link the folder you get a popup, what exactly do you mean? What linking?
Dan@DADltd
Dan@DADltdOP3mo ago
hey ill send some screen shots
DanielFreden (Dash for UE5)
Sounds good 👍
Dan@DADltd
Dan@DADltdOP3mo ago
Hey dan would you have time for a short call? to explain this my ue5 dev has looked at this issue and wanted to know wheter there was a workaround?
DanielFreden (Dash for UE5)
Hey, I am no export at all on the AI tagging system backend, I am no developer, if that's fine yes we can have a call Up to you to decide if worth it or not 🙂
Dan@DADltd
Dan@DADltdOP3mo ago
No description
Dan@DADltd
Dan@DADltdOP3mo ago
No description
Dan@DADltd
Dan@DADltdOP3mo ago
Hey so here is the content browser showing assets stores as plugins linked tot he project. and a screenshot showing how those look as ue projects. if you link the path to the root or the cotent folder it has an error presumably becuase its not a project file but Uplugin file It would be great if you could set custom paths to these uplugin folders. so dash can find all the cotaining assets and then use all the AI tagging among other things is it possible to drag an asset from the content browser and then tell dash you want to edit it as if it was dash imported asset?
Costantino
Costantino3mo ago
Hey @Dan@DADltd , I'm looking into the plugin/asset structure to see why isn't picked up automatically as the list of asset we use for tagging is given back from unreal asset registry.
then tell dash you want to edit it as if it was dash imported asset?
I'm not sure what you mean here. There is no real difference when spawning an asset from Dash content browser, or unreal content browser. The advantage from dash are the quick automatic tool setup, or auto enter in our move context, but there isn't anythin really special in the actor.
Dan@DADltd
Dan@DADltdOP3mo ago
hey yes sorry that wasnt that clear. when i drag a rock say from the dash content browser you get the settings icons pop up in the command bar. so you can click on adjust colurs etc. however if i drag the same rock from content browser into the level the icons dont appear in the command bar.
Costantino
Costantino3mo ago
That happens when a "Dash shader" is applied on the mesh. It's a swap we can do with assets with a known structure, like megascans or poly haven. So this would depend on the asset you are using. I will look into making the shader swap a command that can be used on any asset, if possible.. it will depend on the initial shader
Dan@DADltd
Dan@DADltdOP3mo ago
ok cool . yes if i can get the asset managere to find content plugins then it will do it automatically so that would be the preferred
Costantino
Costantino3mo ago
Hello @Dan@DADltd , what version of Dash are you using?
Dan@DADltd
Dan@DADltdOP3mo ago
hey @Costantino - CTO @Daniel - COO can we arrange a call to talk through this issue? im using Dash alot on the show im doing and it would be great to ressolve. 1.8 looks like a great update btw! so thanks for that installing it now in answer to your quesion ive been using 1.7
Costantino
Costantino3mo ago
Hey @Dan@DADltd I sent you a DM so we can schedule a call
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