This release introduces major tools (such as the new Vines tool) and features that boost your productivity like never before. We’ve also revamped the way we save Dash scene data, making it easier than ever to have multiple users working on one level.

As this is beta testing of a release candidate of Dash 1.7, there could exist several bugs, so we don't advise you to use this build in any important projects!

If (when) you find bugs, please report them in the Beta Testing Channel in our Discord.

➡➡➡ DOWNLOAD THE BETA BUILD

Let’s dig into all the changes!

Unreal Engine 5.4 Support

NOTE: The first time you start a new UE project in UE 5.4, the loading time can be quite long, possibly even 20 minutes or more to start UE. It is only the first time for each new UE project though, so the second time you open the project it will open normally. This is due to some changes Epic did on UE 5.4 and we are working on finding a solution to avoid this awfully long UE open time.

Let’s get the basics out of the way: You can now use Dash in UE5.4! Now on too the fun stuff…

Vines Creation Tool

You’ve been asking for it, and here it is! The workflow is simple: select a surface you want the vines to grow on, and an actor to serve as your origin, and watch the magic happen.

Want something even simpler? Download Atlases from the megascans.se website, and drag & drop them from the Dash Content Browser onto an object, which will automatically convert the atlas texture to mesh cards, then scatter them nice and dandy like leaves on branches.

Pure. Magic.

Reference Properties

We shipped a system called Variables in Dash 1.6, which allowed you to have one property, like say a scalar value of 0.6, being used on multiple tools to drive something like scatter density.

We’ve revamped this feature from the ground up, and it’s now references: An incredibly flexible system that makes it possible to reference all property types, and combined with its weight attribute, allows for setups you just couldn’t do before.