I have this issue more times than not it

I have this issue more times than not it seems. I've not used Dash nearly as much as I thought I would because the only reason I personally wanted it is the asset browser. I spent tons of time getting alot of my assets in projects converted etc. Now the issue....when I try and drag it into a level it acts like it loaded it, gives me the white dot to place it...but nothing happens. Nothing is added, nothing visually is shown. In the past I've been able to create a blank level, open it up, then go back to my org level and it works. Today that work around did not do it. Is there any way to look into logs for what might be causing this issue? Please let me know.
7 Replies
Costantino
Costantino•2w ago
Hello, if you have the unreal logs, please share them with me. Also, if you could record a quick video showing the issue, with the unreal output log at the same time, that might give some other extra insights on what is going on. Thanks
StormGolf73
StormGolf73OP•2w ago
I'm not super familiar with how I would get the logs...but certainly can try. I could also record a video too. Let me know the steps of how to create/find the logs and I'll get those over! Thanks.
StormGolf73
StormGolf73OP•2w ago
It looks like there is a problem with finding the asset that was saved in the library. Could this have happened during an update a few versions ago?
StormGolf73
StormGolf73OP•2w ago
ok now that I'm seeing the logs...that directory does not exist. I think what's happened on this situation is as I was organizing things on my side I prob renamed the project name...Is there a way to go into Dash database/other and do a replace...or should I just delete the assets and add back into Dash the normal way? Looks like a user error on this one. However I have had a similar experience when I don't think it was this same situation. Like I mentioned on those I was able to open a blank level, go back and it worked. shrug. ok just keeping this thread up to date. It seems the struggles I was having on this particular situation were user based and have been corrected by a RECOMPUTE on the assets. They now come in as expected. Keeping this in mind if I ever run into another issue...as well as knowing the log will help point me in the right direction. I didn't know the log was just sitting there always logging 🙂 lol.
Costantino
Costantino•2w ago
Hello @StormGolf73 , I think we are in very different time zones, so I read this just now. If you have moved or renamed projects, the internal paths will be pointing to an incorrect directory. There is a patch version I can give to you to avoid to recompute anything, that allows you to change the saved paths. We are looking into how to make things more friendly in case of refactors, but at some point there is always some data that needs to point to an asset in order to use it, so it might not be simple/rock solid to implement.
StormGolf73
StormGolf73OP•2w ago
@Costantino no worries on the timing, I get it. Yes I'm in US Central Time Zone. As for a patch or fix, the re-compute worked just fine it seemed. Once I figured out that was the problem, via the logs, and stumbled on the fact that a re-compute did it. One nice thing would be to be able to SHIFT CLICK SELECT the thumbnails in the asset browser. But I get it, normal use would not need that function very much. Now that I know renaming would cause an issue I'll be much more careful on my organization and computing of assets. Prob wont run into this again. Keep up the great work! Sorry to clarifiy what I meant by shift click select, which is already available...is to start at the first selection and then select another much later (last) and the selection be everything in between. CTRL would be typ for individually selecting a random assortment and shift would be start and finish (everything in between). Totally not necessary for normal use I'm guessing . Just make it easier to select all or large portion.
Costantino
Costantino•2w ago
We limited the multi selection mainly for interaction reasons, for example you can't drop in the scene 3 meshes, and 2 shaders at the same time as the behavior would be a bit messy.. so that's the reason for multi selection limitations. Other than batch editi multiple tags, which I get can be annoying with out multi selection limit, what other task would you want to perform if you have selected let's say 100 assets?
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