Tool Presets
Build it once. Use it everywhere.
Dash includes many powerful tools, and the Preset system makes them even easier to reuse.
When you create a Dash tool setup you like, you can save it as a preset, including the input meshes. You can then reuse that preset later and instantly recreate the same setup in any scene.
Presets make it easy to build reusable workflows and avoid rebuilding the same setups over and over.
Presets Basics
Single Tool Presets
When you have created a tool you are happy with, it's incredibly easy to save it in a preset that you can re-use later. If it's your first preset of tool X, you will find it in the tool menu, and if you already have some presets of tool X, the preset button is right next to the tool name. In the preset creation window, you can add some basic info such as name, category, description, search tags, and thumbnail. And then there are two important settings:
Preset Scope: Here, you decide if the preset shall be local or global. Local presets are saved and accessible only in this project, while the global presets are saved in the AppData folder and are thus accessible from any UE project.
Include Interconnected Tools: This means that if your tool is connected to another tool, for example, through Proximity Mask or scattering on another Scatter, all interconnected tools will be included in your preset.
The Preset System not only makes it easier to create things with Dash, but it also lets you combine tools through our Compound System and basically create new complex tools where the existing Dash tools become building blocks.
Compound Presets
The compound system of Dash can, of course, also be used with the Preset System. So let's say you have created a forest with 3 Surface Scatters and 2 Path Scatters, then you can add the key settings from each into a Compound by right-clicking on the properties, name it the compound Forest, and then create a preset of this forest directly from the Compound tool. Then, if you use the Forest compound from the preset list of compounds, all your 3 Surface Scatters and 2 Path Scatters will be re-created exactly how you saved them.
When creating presets and especially compounds, one should not forget about the Reference System. With this, you can right-click on any property in any Dash tool and convert it to a reference, and then you can right-click on another property, in the same or different tool, and connect this to the same reference. And this basically means that you can control several Dash settings through one property. For example, if you have three Surface Scatters, you can link them together through References for their scales, input surfaces, or densities, etc. And if you then add the references to a compound, they appear as Shared Properties, giving you maximal control and structure in your Compounds.
If you are unsure which tools are connected before you create your preset, you can open the Tool Graph from the tool menu to check what is connected to your tool.
More info on Compounds and References is available in the Getting Started Guide.
Here we have 1 Surface Scatter (Foliage), 1 Path Scatter (Lamps), and 1 Road tool. And then we firstly create a reference of the Road Width, and then connect the Parallel Width Distance of the Path Scatter to the same reference. This makes sure we can control both together. We then add this reference and also the density value of my Surface Scatter to a Compound, which we then create a preset out of.
Using Presets
You can see all your presets for any given tool by clicking the Preset Icon next to the tool name in the Tools Panel. For compounds, simply create a Compound from the Tools Panel and then click the Preset icon. To use a preset, simply select it in the pop-up list. This will re-create the preset at the same exact location where it was created. So if you aren't seeing it directly, select the tool that was created in the outlier and press F to focus on it in the viewport.
If you need to move a Preset result with all its dependencies, you can find an option, Select Movable Objects, in the tool menu. This will select all relevant parts of your tool and let you move them all at once without breaking the results. This option is also available in the Compound Tools.
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.
Once you have spawned a preset, you can, of course, continue to adjust it however you like, including replacing any or all of the input meshes. And then, after some changes, you can save it as another preset. And as we expect most users to create a fair amount of presets to improve their UE5 workflows even further, we have also added all your presets to the Dash Content Browser.
Preset Library
To make it easy to browse, search, and use all your presets, we have now included a preset library in the Dash Content Browser. Once you find a preset you want to use, simply drag and drop it into your viewport. When your preset has appeared in the viewport, all the relevant dependencies are automatically selected so you can easily move it to the perfect spot.
You can right-click on any of your presets to delete them or change their details, such as the name, category, description, search tags, and thumbnail. And to make sure there is some structure in your Preset Library, you can expand the right side folder tree and see that your presets are separated by Local vs Global and by your own Categories you have added in your presets. And at the top of the folder tree, you will also see a folder called Built-In.
Built-in Presets
In order to make it even easier for Dash users to get started creatively, we have also included 30+ built-in presets in the new Preset Library. You can filter these by expanding the right folder view in the preset library.
This collection is a mix of one-tool presets and compound presets that are all free to use however you like. So once you have dropped a Dash preset, you can adjust any of the settings and replace the placeholder meshes with any of your own meshes.
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/index.html
Below you can find all the currently included Dash presets that are available in Dash 1.10.0 and later.
Single Tool Presets
Presets using one tool instance.
Surface Scatter

Rocks_Noise
Rocks scattered with a noise mask using Surface Scatter.

Bushes_Proximity
Bushes around a rock using a Surface Scatter with proximity mask.

Basic_Forest
A tree Surface Scatter confined with curves through Object and Proximity Mask.

Moss_Rock
Moss scattered on a rock using Surface Scater with a noise mask.

Vines_Wall
Vines scattered on a wall along a curve. Using Surface Scatter with an inverted proximity mask.
Radial Scatter

Rock_Tower
A Radial sScatter that stacks rocks in a tower-like shape. And it uses a proximity mask with a sphere.

Stone_Stairs
A Radial Scatter that uses the Height setting to create a staircase out of a stone asset.

Circular_Garden
A Radial Scatter that scatters flowers in concentric circles. An Proximity Mask curve creates the path.
Path Scatter

Rock_Path
A Path Scatter that scatters rocks along a curve and adds duplicates using the Parallel Width feature.

Tree_Avenue
A Path Scatter that scatters trees along a curve to create an avenue. It uses Parallel Width and Proximity Mask.

Cliff_Canyon
A Path Scatter that scatters rocks along two curves to create a canyon. It also uses some Jitter and Random Spin.
Grid Scatter

Rock_Wall
A Grid Scatter that stacks rocks in a wall-like shape. The breakups comes from a Proximity Mask and Remove Mask.

Rock_Floor
A Grid Scatter that scatters rocks in a 2D pattern on the floor. And it uses the Noise Mask.
Road Tool

Projected_Road
A Road Tool projected on its underlying curvy surface.

Bumpy_Road
A Road Tool with some Noise added to make it bumpy.
Cable Tool

Power_Lines
A Cable Tool between 4 street lights. Using Height, Duplicates and Gravity settings.

Cable_Robot
A Cable Tool that uses Self-Scatter on top of a single robot asset. It also uses Gravity, Radius and Duplicates settings.
Vine Tool

Overgrown_Car
A Vine Tool that covers a full car. The car is the surface and an actor is used as origin.

Tree_Roots
A Vine Tool that create roots when using the plane as surface and the tree as origin.
Compound Presets
Presets combining multiple tool instances.
Same-Tool Presets Multiple instances of one tool

Double_Cliffs
This is a compound of 2 Path Scatters, using 1 curve. The 1st forms the outer layer of rocks. The 2nd forms the inner layers.

Light_Pathway
This is a compound of 2 Path Scatters, using 1 curve. The 1st scatters the pathway of rocks. The 2nd scatters lights outside of the pathway.

Real_Road
This is a compound of 3 Road Tools and one curve. One for the main road, one for the side markings, and for the the center markings.

Mossy_Rocks
This is a compound of 2 Surface Scatters. The 1st scatters rocks on the plane. The 2nd scatters moss on top of the rocks.

Extended_Forest
This is a compound of 3 Surface Scatters. It uses an Object Mask and several Proximity Masks to control all the placements.
Mixed-Tool Presets Combinations of different tools

Rock_Bridge
This compound consisting of various tools creates a non-hanging rope bridge, controlled by a single curve.

Rope_Bridge
This compound consisting of various tools creates a hanging rope bridge, controlled by a single bent curve.

Mossy_Wall
This compound combines a Grid Scatter and a Surface Scatter to create a rock wall with foliage scattered on it.

Mossy_Tower
This compound combines a Radial Scatter and a Surface Scatter to create a rock tower with foliage scattered on it.

Abandoned_Parking
This compound combines a Grid Scatter and a Surface Scatter to scatter cars, foliage and rocks with several proximity masks.

Park_Path
This compound creates an road with lights and foliage on its side using the Road Tool, Path Scatter and Surface Scatter.

Overgrown_Cliffs
This is a compound that creates 2 layers if cliffs with Path Scatters and then scatters foliage on the cliffs and on the ground using Surface Scatter.

Overgrown_Pathway
This is a compound that creates an overgrown rock path with lights on each side. It uses Path Scatters and Surface Scatters.

Suburb
This compound scatters a street mesh and houses with two different Grid Scatters and then scatters some bushes with Surface Scatter. (You need to use 2x divisions on the houses compared to the streets)
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