Proper input mappings would be indeed handy, but while waiting for that you can already use the GetSpaceMouseData blueprint function to use it in your game however you’d like. It’s used in the test project as well in the repo. You can control a physics pawn like a Descent spaceship
I thought about the general UI interaction too (Graph navigation / scrolling), Blender does that natively as well and can be handy. I can’t say when I will have the incentive to implement it though, I have some more useful plugins cooking, not related to SpaceMice