I got it compiled. I have to open the SpaceMouseTest project in UE4 and then UE4 offers to compile everything. I don’t know how to recompile after a source change other than deleting the Binaries and Intermediate folder from the plugins\SpaceMouse folder and relaunch UE4. It’s a tediously slow cycle.
Anyway, I was right about the VID being incorrect for this device. However when I build with the appropriate VID (0x256F) in SpaceMouce.cpp:296 It shows a connected SpaceMouse device, which is good. When I start using the device, however, it goes bonkers and I lose control of the camera very quickly. I’m currently spinning out of control in the editor, even without a hand on the controller.
edit: ok yeah the data being sent from this device is a little different than your code is expecting, I think. Maybe.
Both the translation and rotation data comes through when the first byte in pOutput is 0x01. I think your code only reads 3 int16 numbers and decides if they are translation or rotation by the first byte of pOutput, which is not how my device reports data, apparently. Mine reports both translation and rotation when report = 1.
If i make small movements with the knob, small movements result in the editor. If I cross some threshold, control is completely lost and the camera starts spinning VERY fast in an apparently random angle. the angle doesn’t change if I let go of the knob, so I just wind up spinning in the same way from then onwards. After that, only large inputs on the knob will affect the spin. I’m unable to determine what is causing that, yet.
Is there anything I can do to help you understand what is causing this?