Support for Space Navigator 3D Mouse?

I hear your frustration, I have that too, I’m also mainly a C# guy and it’s infinitely better and faster to use than C++. But epic decided on C++ so well we stuck with it. Actually what epic done already to make development on C++ easier is a huge improvement over what you normally have to work with on other random colossal frameworks. Even if USharp or MonoUE exists, I can’t use them to write plugins because they’re not first party and USharp at least only cover Blueprint visible stuff. I’ve never seen MonoUE actually working.

but side-track aside you can recompile just the SpaceMouseTest. if you open the visual studio solution of the project and just build solution there. UE4 will even try to hot-reload the plugin so IN THEORY you don’t even have to reopen the editor.

the first byte is the report ID. It would be weird that both the navigator and the spacemouse pro have translation and rotation on separate reports but not for the spacepilot hmmm. I don’t have access to that device to learn its data and I couldn’t find documentation about it online about its HID reports. It’s also weird that the manufacturer string test doesn’t seem to pass with that thing. Well I can add a manual set of VID\PID to look for, I guess that would be more stable.

Sorry about the hassle, at this point I would need the device to debug this and see what’s going wrong.

Thanks for the help!