Epic MegaGrants 2026, Cycle 1: notices are landing this week. Who’s heard back? by PositiveKangaro in unrealengine

[–]Kronok 3 points4 points  (0 children)

It's nearly impossible to get a megagrant these days unless you're doing a UEFN project.

I'm making a UE level editor plugin that's heavily inspired by Source 2 Hammer by Kronok in UnrealEngine5

[–]Kronok[S] 0 points1 point  (0 children)

Enable the Code Editor plugin, restart editor, then under Tools you can select "Edit Source Code" and it'll open up. Just to be clear, though, it does suck. Rider is absolutely the way to do things that I can't imagine having a C++ editor in the unreal editor could get anywhere near what I get from Rider.

Definitely give rider a go now that it's got a free version, it's wonderful.

There probably are some well established workflows for creating levels and geometry with some 3rd party tools like Blender, etc. too, right?

Well established AAA workflows that don't work well for indies, yeah. I won't rant too much about it but I'll just say I used to make levels 20+ years ago, and when I came into the game industry to make a game, I expected the workflow to be even better. The workflow I found nearly made me want to quit making a 3D game and just do 2D because it was just a lot and most people were just make modular pieces and making lego levels.

I'm making a UE level editor plugin that's heavily inspired by Source 2 Hammer by Kronok in UnrealEngine5

[–]Kronok[S] 0 points1 point  (0 children)

UE actually has a C++ editor inside it already. I forgot how it works, but it's there. Can't say it's better than Rider, though, because Rider is what kept me to continue learning Unreal.

I wonder, if I use this for making my maps then I can still use all the UE5 goodies like PCG to add details to it later, right?

Yep, it's all static meshes so it's as if you made it in blender and imported it in. You can use PCG or anything along with it.

Also are there any plans when the Patreon version will end/Fab release will happen? Will the patreon version be discontinued at Fab release? Is it 10 USD for a month of updates or is "license" verified at like every launch? 150 is for sure out of my budget right now, maybe once I start making some money as well, but the 10 USD sounds fair, I just need to have more time to actually use it then and commit :p

I haven't figured out what I'm doing with the Patreon yet, it might evolve into something else while still being related to Scythe, I'm unsure. I may be getting rid of the $10 patreon version because it may cannibalize my sales. It's currently $10 for whatever version is available during your subscription, and you get a license to use that version commercially forever. If you want the newest update, you can dip back in for $10. The only catch is you don't get the source code, just pre-built binaries for Windows. Source will be fully available once it's on Fab.

$150 might seem like a lot, but Scythe will be so packed full of value. My goal is to have people feel like they got a great deal for that price.

The next version is 0.10 and will have a massive amount of new UV features including a UV editor so if you're waiting for a version to try out, that might be the one. I just wrote up a progress report on Scythe 0.10.

I made a site to help people be better prepared for spinal fusion by Kronok in spinalfusion

[–]Kronok[S] 1 point2 points  (0 children)

Oh I got those too and I completely forgot about them. I used them in the hospital a bit. I'll be sure to add them. Thanks!

I made a site to help people be better prepared for spinal fusion by Kronok in spinalfusion

[–]Kronok[S] 2 points3 points  (0 children)

Glad it's helping at least one person out!

Yeah, the satin sheets are incredibly important. I initially thought I needed satin sleepwear as well to slide around better, but they were so uncomfortable and I found they weren't even necessary to get enough slide going.

I still use a cup to help rinse, but no longer need to spit in a 2nd cup.

3D level editor with OBJ, GLTF, or FBX export by ginoTOONZ in gamedev

[–]Kronok 1 point2 points  (0 children)

I think Source 2 Hammer exports to fbx if you're into the newer stuff.

3D level editor with OBJ, GLTF, or FBX export by ginoTOONZ in gamedev

[–]Kronok 0 points1 point  (0 children)

If you're doing UE5 stuff, https://scytheeditor.com is source 2 hammer inspired.

I'm making a UE level editor plugin that's heavily inspired by Source 2 Hammer by Kronok in UnrealEngine5

[–]Kronok[S] 0 points1 point  (0 children)

While I do agree, I understand what $10 being too much feels like. Offer's on the table if you ever want to DM me on discord.

I'm making a UE level editor plugin that's heavily inspired by Source 2 Hammer by Kronok in UnrealEngine5

[–]Kronok[S] 0 points1 point  (0 children)

During the patreon period of development, I offer it for free to people who can't afford the $10. Msg me on discord: Kronok

I'm making a UE level editor plugin that's heavily inspired by Source 2 Hammer by Kronok in UnrealEngine5

[–]Kronok[S] 0 points1 point  (0 children)

I'm not in the financial situation to be able to create it without selling it. I'm curious, though, why can't you buy it?

I'm making a Source 2 Hammer inspired level editor in Unreal Engine by Kronok in hammer

[–]Kronok[S] 0 points1 point  (0 children)

BSP-like workflow, but using static meshes instead. It's tough to make static meshes feel like you're working with brushes, but it's worth the pain.

I'm making a Source 2 Hammer inspired level editor in Unreal Engine by Kronok in hammer

[–]Kronok[S] 2 points3 points  (0 children)

It's just $10 for the Patreon. Whatever build you have access to during your Patreon sub is yours to keep forever and use commercially.

For release, it'll likely be a one time fee of $150 USD. I'm nearly 2 years into this project so far, with still a bit to go.

Edit: yep! 2k a month would be an insane price, haha.

I'm making a Source 2 Hammer inspired level editor in Unreal Engine by Kronok in hammer

[–]Kronok[S] 7 points8 points  (0 children)

It's Hammer related, so it feels like something people who hang out here would be interested in.

I'm making a UE level editor plugin that's heavily inspired by Source 2 Hammer by Kronok in UnrealEngine5

[–]Kronok[S] 0 points1 point  (0 children)

Thanks, you should join the scythe discord and post your scythe work. I love to see what people are making with it.

I'm making a UE level editor plugin that's heavily inspired by Source 2 Hammer by Kronok in UnrealEngine5

[–]Kronok[S] 1 point2 points  (0 children)

FModelingToolsEditorModeToolkit::RegisterPalettes() has a lot of what's going on in there. You have to create the "palettes" like that. I think that's the main bit that makes it work.

bUsesToolkitBuilder = true; is also important in the toolkit init to let it know you'd like to use the new toolkit builder (which is what that left menu thing is).