Content Browser Issue

Hey people! So, noticed most things still are working how I remembered with only little adjustments. I'm just curious though as the content library seems to be completely broken? I assumed it was fab related, but I have no assets there at all. Is it just me?
18 Replies
DanielFreden (Dash for UE5)
Hey @KwiktheDesigner 🙂 That's not suppose to be the case no🤔 Could you give me some more info on the issues? Getting a recording of the problems, along with the UE output log open would be a great start🙏
Mikkel Strøbech
I also have problems with my own libraries. I can see the content but when i try to drag it into a scene nothing comes in. I made the libraries with 1.6 and recently upgraded to 1.8.
DanielFreden (Dash for UE5)
Sorry to hear this 🤔 Could you record a video as well? Hopefully it is clear what is the problem 🤞
KwiktheDesigner
KwiktheDesignerOP2mo ago
Will do brother. Today in fact.
Mikkel Strøbech
No, i can't record a video. Unreal with Dash open freezes when i try to record. Dash seems to be an overlay it can't get in recording. Now Dash doesn't even show thumbnails from any of the possible sources. All the paths are configured correctly.
DanielFreden (Dash for UE5)
Hmm alright. Yes Dash is an overlay, so you would need to record the screen area and not Unreal it self. But let's see if we can figure something out without a recording. Do you see anything/errors in the UE output log when opening our Content Browser?
Mikkel Strøbech
No errors Oh sorry, there is something- In the Output log: "LogEditorAssetSubsystem: Error: FindAssetData failed: The AssetData '/Game/CityPark/Meshes/Flora/Trees/SM_Maple05.SM_Maple05' could not be found in the Asset Registry. LogPython: Warning: No meshes found for this asset!" Thumbnails load again after a restart BTW
DanielFreden (Dash for UE5)
Ah, great that they load again, hopefully just a random one-time bug then. This message, you got it when dragging in an asset computed in another project with our AI tagging I assume?
Mikkel Strøbech
I have a suspicion
DanielFreden (Dash for UE5)
It usually means that either that other project is deleted, or the asset is deleted from that project
Mikkel Strøbech
The content is in folders with hashed numbers instead of labeled names as it expects from library At one point i switched "External actors" on in projects settings from source project to test working with source control. I think i will try to regenerate the asset library from the source project with External Actions off (as it is now BTW) External Actors Also i am uncertain if project moved before i added it to library
DanielFreden (Dash for UE5)
I don't really know much about "external actors", but sounds like a good idea Ah, yee the project paths is important, so if you have tagged assets in ProjA, and want to use those assets in ProjB through Dash, the path location of ProjA is important, cause if it changes after the tagging has occured, when you try to use the assets from ProjB, it can't understand where to find the assets and import them from
KwiktheDesigner
KwiktheDesignerOP2mo ago
I have no idea what the issue is. I completely removed the plugin from my system and reinstalled it, same issues. I don't know if maybe my time off, coupled with still having 1.7 installed the whole time, or what. Another thing I notice is that none of the thumbnails ever load for the polyhaven stuff, and the content in my project is the same thing. If I try to scan what is not showing up, it just sends Unreal into 'not responding'. Using unreal 5.5.
DanielFreden (Dash for UE5)
Thanks for the video! But no output log visible in the video 😦 Could you do another recording when the Output log is open below when you move between all the different views in the Content Browser?
KwiktheDesigner
KwiktheDesignerOP2mo ago
Sorry bro, didn't know about the Outputlog. Here it is now, notice it says 0 assets.
DanielFreden (Dash for UE5)
Thanks! Regarding the Megascans, it seems your paths may not be properly set up. You can check this guide on how to fix it: https://docs.polygonflow.io/getting-started/user-interface/content-browser/megascans Note, that we are only able to display the Megascans assets that already have been downloaded from UE-Bridge. Regarding IES library empty, we are looking into a fix, and in the meantime, this tip can help: https://discord.com/channels/826908885024636989/826909072246308914/1301428074440556576
KwiktheDesigner
KwiktheDesignerOP2mo ago
Thanks dude. Will mess with it today, I had kinda suspected it was related to linking the assets, but didn't see where.
DanielFreden (Dash for UE5)
No worries💪 I hope you get it sorted out🔥
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