The big tool this version is the Auto Lightmap Tool, which static lighting users should love.
I also have a few big quality-of-life changes in here for those of you who are using Scythe in production. I prioritized some things to make sure Scythe wasn't so annoying in some areas. Thanks as always for the support!
Auto Lightmap Resolution Tool
Snap Vertices to Grid
Weld Overlapping Vertices
New Sphere Type: Box
New Default Mesh Option: Use Two-Sided Lighting
Shape Tools: Changing shape properties now affects the last dragged out shape
Adjusted hotspot matching scores to be a little tighter
2 dev material colors changed to be more useful (added green and red)
Drag Alignment Mechanic (Capslock) no longer snaps to grid, only mesh elements
Hit Back Faces defaults to True
Changing Selection Mode now loads Selection Tools automatically
Renamed "Merge/Merge To" to "Weld/Weld To"
Fixed Hover Preview not showing until you hovered over a different element, then back again
Ghost gizmo no longer shows after turning off Game View (G)
Fix Lift Material Crash Again
Fixed "Alt" wording to properly say "Caps" (Capslock)
Fixed crash when creating a hotspot data asset by itself
Fixed Add Shape Accept button getting disabled after redoing
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Scythe is only for UE 5.5+, with no plans to support versions below that. There's builds for both 5.5 and 5.6 below.
You have 2 options:
A. Install into Engine: Extract the zip into YourUnrealEngine55Location\Engine\Plugins\Marketplace\ folder. Doing it this way will enable it for use in all your projects, and also allows you to use DebugGame Editor if you use C++. Unsure if there's any limitations doing it this way at this time.
B. Install into Project: Extract the zip into your UE project in the \YourProject\Plugins\ folder. Limitations are you won't be able to use DebugGame Editor in your C++ IDE. Development Editor works perfect, though.
Source code isn't included in these Patreon builds while I develop it. Source code will be released on Fab when officially released.
Since these are pre-compiled binaries for Win64 and you don't have access to the Scythe soure code, you have to do some extra things to get it working. See this link ( https://www.gradientspace.com/uetoolbox-installation ) and and follow the instructions in the "Binary Plugin, Source Engine Build" section, replacing GradientspaceUEToolbox with Scythe, of course.
tldr: Open Engine\Binaries\Win64\UnrealEditor.modules, then open Scythe\Binaries\Win64\UnrealEditor.modules
Replace the BuildID in the latter with the one in the former.
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