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Scythe v0.5.0 Build (Win64)

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Scythe v0.5.0 Build (Win64)
DESCRIPTION

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!

New Features

  • Auto Lightmap Resolution Tool

  • Snap Vertices to Grid

  • Weld Overlapping Vertices

  • New Sphere Type: Box

  • New Default Mesh Option: Use Two-Sided Lighting

Changes

  • 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"

Fixes

  • 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.

How to Install

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.

Where's the Source Code?

Source code isn't included in these Patreon builds while I develop it. Source code will be released on Fab when officially released.

Note For UE Source Engine Builds

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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Scythe Map Editor PATREON 0 favs
VIEWS1
FILES3 files
POSTEDJul 1, 2025
ARCHIVEDJun 10, 2026