Dash 1.10.0
Build it once. Use it everywhere.
Dash 1.10 introduces reusable workflows.
With the new Preset System and Preset Library, you can turn any Dash setup into a reusable preset and instantly recreate it in any project.
This update also re-worked the Compounds, letting you connect multiple Dash tools and control complex setups from a single interface.
To help you get started faster, Dash 1.10 now includes 30+ built in presets ready to use in your scenes, along with several improvements and fixes across Dash.
Compounds - Connected Tools
The Compound system has been redesigned to make complex Dash setups easier to control.
Compounds allow you to connect multiple Dash tools and control them from a single interface. Instead of adjusting several tools individually, you can expose only the key parameters that matter.
For example, you might build a forest using several Surface Scatters and Path Scatters. With a Compound, you can combine them into a single Forest tool, turning a complex setup into one easy-to-control system.
This makes large setups much easier to tweak, reuse, and manage.
If you want to read more about the Compound System, you can check the Getting Started Guide.
New Preset System
Dash now lets you turn any setup into a reusable preset.
When you create a Dash tool or a complex setup that looks good, you can save it as a preset and reuse it in any project later. Presets include tool settings, input meshes, and even entire Compound setups.
This means you can build something once and recreate it instantly whenever you need it.
For example, you might create a forest setup using several Surface Scatters and Path Scatters. By combining them into a Compound and saving it as a preset, Dash can recreate the entire forest setup instantly.
In order for the presets to spawn the input meshes like scatter objects and surfaces, they have to exist in the exact same location in your project as they did when you created the preset. If they don't, the tools will still spawn but empty, so then you have to assign some input objects to the tools to see some actual results in the viewport.
Preset Library
Dash now includes a Preset Library directly inside the Dash Content Browser.
This makes it easy to browse, search, and organize all your presets in one place. When you find a preset you want to use, simply drag and drop it into your viewport and Dash will recreate the entire setup automatically.
All presets you create will automatically appear in the library, making it easy to build your own reusable collection.
Built-in Presets
Dash now includes 30+ built-in presets to help you get started quickly.
These presets include both single tool setups and more advanced Compound setups that you can drop directly into your scene. Once placed, you can modify these presets, replace the meshes with your own assets, and save your own variations for future use.
They are designed to be both useful starting points and examples of how Dash tools can be combined.
Huge thanks to Quaternius for creating and sharing some awesome CC0 assets that became perfect preset placeholder meshes. Check out all other Quaternius assets right here: https://quaternius.com
If you want to read more about the Preset System, you can check the Tool Preset page.
Min/Max Scale in Physics Paint
Our Physics Paint tool can now control the Min and Max Scale of the outputs. So now you can use Physics Paint on a rock, for example, and paint it with varied sizes, perfect for natural asset placement.
Actor Support in Path Scatter (Decals and Blueprints)
Path Scatter now supports scattering normal Actors, for example, Decals and Blueprints. Assign your actors normally as scatter objects, and then just switch the Scatter Type to Actor instead of Instances. This will make sure the output/result of Path Scatter is individual actors instead of an instance (HISMs only support static meshes). You can, of course, also scatter actors directly from the Content Browser just as you are used to. While doing so from the Content Browser Path Scatter automatically switches to the new Actor mode.
And as this is perfect for decals, for example tiretracks or footprints, we have also added a property called Every Other Offset, which you can use to offset the footprints decals and get a natural result.
Be aware that this is an experimental feature, so all the features and settings of Path Scatter may not work if you try to scatter actors. And the performance will be much worse if you scatter a lot of actors compared to instanced static meshes.
Use Rotation and Scale from Source - Path Scatter
In Path Scatter, we also made the scatter result dependent on the scale and rotation of the input mesh. So this means that if you have a Path Scatter with three different input meshes, you can scale and rotate those three input meshes individually to control how they appear in the scatter result. This setting is enabled by default, but it can be disabled from the rotation properties.
Smaller New Features and Bug Fixes:
More Dash tools and menus now have icons to make it easier when using Dash.
Moved the origin container in Radial Scatter to the top to make it easier to use the tool.
The Tiling Y property that didn't work in 5.4 and above is now fixed.
Renaming of Quick Pipe tools now works.
The bug where an invert of the proximity mask in Surface Scatter was removed after a UE restart has now been fixed.
The issue with billboard/corrupt meshes being used when scattering FAB assets from the Content Browser has also been fixed.
And lots more!
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