Double-Click Support:
Double-click faces to flood-fill select.
Double-click edges to select edge loops (including boundary loops).
Hold Capslock, Mouse4, or Mouse5 and double-click:
Select contiguous faces based on normal with angle tolerance (option 1).
Select all faces matching the same material (option 2).
Mesh Pivot Editing:
Added mesh pivot editing functionality.
Improved temporary pivot workflow.
Texture/UV Manipulation:
Flip texture horizontally (Alt + D).
Flip texture vertically (Alt + E).
Drag Alignment:
Alignment shortcut moved from C to Capslock (Note: Mouse4/Mouse5 can't be used here because of unreal reasons.
Texture Shifting:
Improved texture shifting when moving multiple faces with varying texture sizes.
Settings
Refactored settings to make them more usable.
New setting added for texture parameters.
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!
Denis Dementyev
2025-03-18 16:03:45 +0000 UTC