Massive update to UV/Texturing in this one. This is probably about 2.5 months of work, as I was working on this a bit right before I had surgery back in November. I've also attached 2 hotspot textures to play with (by Nick Creecy)
Hotspots
Hotspot Selection (Shift + H)
Hotspot Individual Faces (Shift + F)
Hotspot Editor
Trimsheet Support
Rotation, Mirroring, Tiling & Insets Supported
Texel Density Matching
Wrap Texture (Alt + RMB)
Flip/Invert Normal Changed from Shift + F to Shift + N
Mirror UV now mirrors along the center of the UV elements rather than negating it
Apply Material Crashes Fixed
Allow bridging more than 2 edges at a time
Transforming after scaling won't rescale the selection again
Opening multiple hotspot data assets and then closing one will likely crash you. Only have one open at a time for 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 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.
Join the community!
Simon Norman
2025-05-11 14:57:40 +0000 UTCHugo Cortell
2025-05-07 19:30:09 +0000 UTC