Quick Start Guide
Project Pre-Requisite to Make Scythe Happy
Scythe doesn't require special materials. However, Scythe functions best when it can get the size of your materials, and it does that by trying to get the texture size from your main texture plugged into Base Color.
Make sure your base material has a parameter for the Base Color texture that's named one of these: 
- Albedo
- BaseColor
- Diffuse
- Color
- Texture
- BaseColorTexture
You can also add your own to the Scythe settings if your project uses a different parameter name [Project Settings > Scythe].
Activate Scythe Mode
Press Shift + 6 Or select Scythe from the Editor Modes dropdown.

Creating Geometry
Open the Block Tools on the left toolbar.
Open the Add BlockShift + B tool.
Drag out a block.
You can hold Ctrl to flip the block grid towards the camera
Hold Shift to place the block on a wall.
Selection
You can switch between selection modes using the buttons in the Selection Modes panel 
The green modes are triangle selection modes, which allow you to select vertices, edges, or faces of the mesh.
The blue modes are group selection modes, which allow you to select groups of vertices, edges, or faces based on their polygroups. You'll mostly work in group selection modes.
INFO
The mesh must have polygroups generated to use the Group selection modes. All meshes created with Scythe have polygroups by default, but they can also be generated in modeling tools.
Additional Important Selection Shortcuts
Flood FillDouble Click
Select Faces on PlaneCapsLock / Mouse4 / Mouse5 + Double ClickPath SelectionHold Left Mouse Button + Drag
Extruding Faces
In Polygroup Faces3 selection mode
Extrude faces by holding Shift and dragging the gizmo.
This also works in Tri FacesShift + Ctrl + 3 selection mode.
Pushing/Pulling Faces
In Polygroup Faces3 selection mode
Extrude faces by holding Shift + Ctrl and dragging the gizmo.
This also works in Tri FacesShift + Ctrl + 3 selection mode.
Extruding Edges
In Polygroup Edges2 selection mode
Extrude edges by holding Shift and dragging the gizmo.
This also works in Tri EdgesShift + Ctrl + 2 selection mode.
INFO
You can only extrude edges that are boundary edges. They're indicated by a dashed line in the viewport.
Edge Loop
Select an edge, then press Select Edge RingX.
With edges selected, press
ConnectV to connect.
INFO
There will be a single tool for edge loops in the future.
You can also do similar things with the CutC tool in
Polygroup Faces3 (selection required).
Applying Materials
Select an Active Material in the lower left.
INFO
Selecting a material in the content browser will automatically set it as the Active Material.
Apply the Active Material to selected faces with Apply MaterialShift + T
Blockout Materials
Scythe has built in blockout materials you can use. They'll show up in the Material Browser by default, but there's also hotkeys to make them the active material.
Hotkeys
Select Blockout Material 1Shift + Alt + 1Select Blockout Material 2Shift + Alt + 2
Select Blockout Material 3Shift + Alt + 3
Select Blockout Material 4Shift + Alt + 4
Select Blockout Material 5Shift + Alt + 5
Select Blockout Material 6Shift + Alt + 6
You can replace Scythe's blockout materials with your own by going to the Material Browser and clicking Settings as a quick shortcut to it.
Lifting Materials
Select a mesh and lift a material from the hovered face with Lift MaterialShift + RMB to make it the Active Material.
If you have the Material Browser open, it'll scroll to the newly lifted material.
Modify Textures/UVs

WARNING
You should nearly always use
Align to GridShift + Ctrl + G on your target face(s) before using the fit tools below. It avoids some odd bugs at the moment.
Standard Wall Alignment
Use Keep Ratio and Treat as One for the best results when fitting a wall texture to a wall.
Easily fit a wall texture to a wall by selecting the wall and using
Fit to Height.
Wrap Texture
Select a face, then Wrap TextureAlt + RMB the hovered face next to it. This will flow the texture/UV from the selected face to the hovered face. It'll also copy the material from the selected face. Great for nearly everything.
Temp Move Pivot
Drag the gizmo with Middle Mouse Button to move the pivot of the mesh.
This is a temporary move, so it will reset when you make a new selection.
INFO
You can do fun things with this like go into gizmo rotation mode E then hold Shift to extrude while you rotate the gizmo.
Drag Alignment Mechanic
Align the selection to mesh elements by dragging the gizmo and holding CapsLock
It's not the greatest hotkey, but Unreal won't let me use Alt or other useful modifiers for this. Might change in the future as hotkeys are figured out.