Even though this is a minor patch, a lot of crash fixes and refactoring was done, especially in the hotspot editor. Sometimes refactoring comes new crashes or regression, so report any in the discord.
Also this is the patch that introduces 5.6 support to Scythe!
UE 5.6 Support
UE 5.6 only: New selection setting to ignore back faces when selecting something
UE 5.6 only: New gizmos!
Virtual Texture Support
Active Material now persists between editor mode changes
Introduced an "Error" material to replace null/bad materials with on the mesh to give you the ability to select the error'd faces and replace with the proper material
Fixed Lift Material Crash
Fixed Align Texture Crash with null material slots
Fixed a ton of hotspot editor crashes
Hotspot editor can now open more than 1 hotspot asset without crashing/flipping out
Hotspot editor should always have a material preview now
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Scythe is only for UE 5.5+, with no plans to support versions below that.
You have 2 options:
A. Install into Engine: Extract the zip into YourUnrealEngineLocation\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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