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Quick Start Guide

Activate Scythe Mode

Press Shift + 6 Or select Scythe from the Editor Modes dropdown.

Activate Scythe Mode Image

Creating Geometry

blocktooldragout.gif Open the Block Tools on the left toolbar.

Open the Add BlockShift + B tool.

blocktooldragout.gif Drag out a block.

blocktooldragout.gif You can hold Ctrl to flip the block grid towards the camera

blocktooldragout.gif Hold Shift to place the block on a wall.

Selection

You can switch between selection modes using the buttons in the Selection Modes panel selectionmode.png

Corners1 Borders2 Groups3 Objects4

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

Select AllCtrl + A
Flood FillDouble Click
Select Faces on PlaneCapsLock / Mouse4 / Mouse5 + Double ClickPath SelectionHold Left Mouse Button + Drag

Extruding Faces

In Groups3 selection mode selectionmode.pngExtrude faces by holding Shift and dragging the gizmo.

This also works in Tris selection mode.

Pushing/Pulling Faces

In Groups3 selection mode selectionmode.pngExtrude faces by holding Shift + Ctrl and dragging the gizmo.

This also works in Tris selection mode.

Extruding Edges

In Borders2 selection mode selectionmode.pngExtrude edges by holding Shift and dragging the gizmo.

This also works in Edges selection mode.

INFO

You can only extrude edges that are boundary edges. This means they are not connected to any other edges on the mesh. They're indicated by a dashed line in the viewport.

Edges can't be extruded by scaling or rotating yet.

WARNING

There's currently a bug where the normals are wrong on extruded edges. Simply Recalculate Normals in a face selection mode or object mode to fix it.

Edge Loop

selectring.png Select an edge, then press Select Edge RingX. connectedges.png 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 Groups3 (selection required).

Applying Materials

connectedges.png Select an Active Material in the lower left.

INFO

Selecting a material in the content browser will automatically set it as the Active Material.

connectedges.png Apply the Active Material to selected faces with Apply MaterialShift + T

INFO

Scythe has built in dev materials you can use for blockouts:

Select Dev Material AShift + Alt + 1
Select Dev Material BShift + Alt + 2
Select Dev Material CShift + Alt + 3
Select Dev Material DShift + Alt + 4
Select Dev Material EShift + Alt + 5
Select Dev Material FShift + Alt + 6

WARNING

Scythe doesn't require special materials, you can use any material you want. materialrequirements.png The only soft requirement is that the 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 you don't want to use any of those.

The purpose is to be able to get the size of the main texture for a lot of different tools.

Lifting Materials

Select a mesh and lift a material from the hovered face with Lift MaterialShift + RMB to make it the Active Material.

Modify Textures/UVs

modifytexture.png

Align to GridShift + Ctrl + G is incredibly useful for having your textures align to the grid. It'll make your textures act like they're world aligned, and will automatically scale and rotate the texture to fit the grid according to your Texel Density settings (Scythe's dev materials aren't affected by texel density). Learn that hotkey and use it often!

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

fitwall.jpg Use Keep Ratio and Treat as One for the best results when fitting a wall texture to a wall.

fitwall.jpg Easily fit a wall texture to a wall by selecting the wall and using Fit to Height.

Wrap Texture

wraptexture.gif 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

movepivot.gif 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

dragalignmechanic.webp 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.