Am I right in thinking that the plugin doesn’t come with buttons predefined to logical options? Like the Top/Right/Front buttons already linked to the editor options for top/right/front?
And doesn’t the 3Dconnection software interfere with this plugin (or the other way round within the UnrealEditor)?
Already tried the 1.0 plugin and for navigating it already did wonders for me as I always had big trouble with using the mouse with ctrl,alt for navigating. But I still have to get used to the sensitivity, just started using the whole Spacemouse since yesterday (and only for about an hour), bought it specifically due to this plugin working with UnrealEditor (as the original 3Dconnexion still doesn’t, which is actually weird as UnrealEditor is used more and more in the industry).
Thank you for the hard work on the plugin, and even providing the source…
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Hmm… The custom keyboardmapping can do with a lot of improvement:
- Naming a ‘slot’, now it’s just slot 0,1,2,etc.
- Connect to functions (like ‘Front view’) rather than having to set the shortcut, but I guess this is due to the way the plugin works, emulating events.
- Having the Space Mouse ID being labeled, rather than 1,2 etc.
At least the slot naming would make it a big improvement.
BUT, at the moment it does what it needs to do and you’re able to use it, but for future incarnations of the plugin there certainly are some improvements to user experience of the settings