Look at https://f.io/UUaQPxEQ never mind

Look at https://f.io/UUaQPxEQ never mind the long break in the middle of the video before i restart Unreal again with the project.
6 Replies
DanielFreden (Dash for UE5)
Thanks for the video! Will check with the team, if they have any ideas! 🙂 And creating a thread in case we need to go back and forth 🙂 In the meantime, is it the same on any plane? and even in other levels? Is it just the Global tiling that is acting up? Hey again @Mikkel Strøbech 🙂 Can you also doublecheck so the shader is saved when you use Save all? Select the actor, find the shader in UE content browser, and save it explicitly.
Mikkel Strøbech
Mikkel StrøbechOP3w ago
I tried it and it actually worked. But i think this is a strange step for a user to take to be able to save material properties. First of all it is difficult to navigate in the materials that Dash creates. Second of all this is not described in the official documentation that you have to do this or how.. What is the correct procedure for managing your newly created Blend materials? In the Editor it's just called "Blend Material". In the content browser the material has a hashed random name. Surely you can crate more than just one Blend Material in the project? It gets confusing if you want to have more materials and remember to manually locate and save each one of them in the material editor after changing parameters.
DanielFreden (Dash for UE5)
Ye this is certainly not the idea, I just suggested it so that we can learn where the problem lies 👍 it should ofc save with save all 👋 @Costantino it seems your idea made sense, any idea why it does not save as it should? 🤔
Costantino
Costantino3w ago
Not sure why is not saved with save all in this instance. From few attempts to reproduce the issue locally, save all always writes correctly the material data, so we will have to see if we can reproduce the issue somehow.
Mikkel Strøbech
Mikkel StrøbechOP3w ago
Scatter object seems to be bad at updating the surfaces and scatter objects it has attached. When i add or remove objects from it is always 1 step behind. So i have to repeat an undo additional step to get it right. Also i made a modelling edit to a surface mesh and it still keeps conforming to the old, no-longer-existing version of the surface mesh no matter what i do. No amount of delete and reattach a surface from the editor helps.
DanielFreden (Dash for UE5)
hmm sounds really strange @Mikkel Strøbech 🤔 Could you try and record a video showing these issues? And also having the UE output log open in the video so I can see if something pops up there🙏
Want results from more Discord servers?
Add your server