Kronok
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kronok.bsky.social
Kronok
@kronok.bsky.social
Working on Scythe, a level editor that brings Source 2 Hammer features to UE5.
https://ScytheEditor.com
There's a lot more in this update, but those are the big ones. If you're interested in trying Scythe out before it's released, you can become a patron and start using it right now for $10. More info at scytheeditor.com
Scythe Editor - A Modern Level Editor Plugin for Unreal Engine 5
scytheeditor.com
November 8, 2025 at 6:53 PM
Edges can now be extruded with rotate and scale!
November 8, 2025 at 6:53 PM
Wrap Texture to Selection: Instead of having to wrap texture to each face individually, you can select all the faces you want to wrap to and Alt + Shift + RMB the hovered face you want to wrap from.
November 8, 2025 at 6:53 PM
Wrap Texture to Different Mesh: Until I get multi-mesh selection in, I've added in a solution to wrap to a different mesh. Lifting a Material with Shift + RMB will now also pick up extra data that can be applied to another mesh's hovered face with Alt + RMB if no face is selected
November 8, 2025 at 6:53 PM
Nudging: Alt + Arrow keys move your selection in the screenspace direction, and you can still use modifiers like Shift to extrude while you nudge.
November 8, 2025 at 6:53 PM
Texture Lock Toggles: No more having to redo your UVs because you needed to move your geometry and now your wall looks stretched out. These aren't world aligned materials or special in any way, the texture lock is just off so the UVs can flow freely. These are static meshes, by the way.
November 8, 2025 at 6:53 PM
Yeah, I'll be taking a stab at a "fast texture tool" similar to source 2 Hammer. I was hoping to get it in for release but it may end up a post release feature because it's a huge one.
October 10, 2025 at 6:15 PM
I'll toss you a dm
September 12, 2025 at 4:17 AM
I think I'm only going to be sticking to windows for the Patreon builds because the Linux demand is low. I investigated if I could compile it on windows for Linux like you can for games, but you can't compile editor plugins like that apparently.
September 10, 2025 at 8:17 PM
It's a buffer visualization material and doesn't require you to be in Scythe mode to use it. So enjoy it everywhere!

Doesn't work in forward rendering, though.
September 9, 2025 at 3:26 AM
Scythe is still heavily in development, but you can get the latest build on my Patreon as I develop it: scytheeditor.com

(It'll be a paid plugin on Fab on release)

Special thanks to @rms80.bsky.social for guiding me in the right direction when trying to figure this new update out. (6/6)
September 8, 2025 at 7:03 PM
New Shaded Unlit View!
No need to place lights to see, and no more getting blinded in unlit view. Get a classic looking level editor experience. (5/6)
September 8, 2025 at 7:03 PM
Showing a little more of the clipping tool to get you thinking about the possibilities. (4/6)
September 8, 2025 at 7:03 PM
Clipping Tool!
If you've ever used a classic level editor, you've used something like this. Cuts through stuff (multiple meshes or just the selected face(s) of a mesh). Once again, dynamic mesh operators are the real winner here. Super fun to play with. (3/6)
September 8, 2025 at 7:03 PM
Mirror Tool!
I created a new "drag out a line" mechanic that acts as the mirror plane. You can manipulate the points or drag the whole mirror around. What I love about the mirror dynamic mesh operator in UE is you can have merge the meshes together along the mirror line. (2/6)
September 8, 2025 at 7:03 PM
I'm still learning UE lightmap stuff, but it seems you can make lightmaps flow properly if you have its neighbors share vertex positions. They don't need to be the same vertex, just position. Of course, it needs to be 1 mesh still since it's unwrapping it together.

Here's me adding 2 extra cuts.
August 4, 2025 at 7:02 PM
My understanding is it may not be completely focused on levels like Scythe is, but it'll be way more usable for levels than the other modeling programs.
July 28, 2025 at 9:58 PM
Way too intertwined. @freya.bsky.social is trying to do something like that with Half-Edge, though.
July 28, 2025 at 9:37 PM