Support for Space Navigator 3D Mouse?

Working with a 2d mouse in 3d apps seems stupid after using it.

+1 for space navigator support please :slight_smile:
Spend half a day in blender using a 3d mouse and then switch to UE4 ā€¦ itā€™s a bit like the scene in Star Trek IV when Scotty tries talking to the computer ā€¦ a 2D mouse; How quaint :smiley:
rOb

I really hope Aaron can keep up the development. What can the community do to help?
https://.com/aaronsnoswell//releases/

Is anybody working on a Mac version for the SpaceMouse, anyone at all?

Hi, Would it be possible to rebuild the 4.15 to work with 4.18. I sadly cannot work without it! I really appreciate it if anyone with knowledge to help rebuild it!

Current - https://.com/aaronsnoswell/ (forked from https://.com//)
** Binaries are missing or incompatible with the current engine.**

Does anyone know how to go about commissioning a plugin developer to develop 3d mouse support for UE4? Thanks in advance.

I compiled it for UE 4.17, using the latest 3DxWare SDK. Let me know if this works! Source code included for the curious - I had to change the the ThirdParty location and path, for some reason the code in didnā€™t work (Iā€™ll update that later):

I am working on a UE 4.18 version, but it may not be ready until tomorrow - it will take me a long time to get the UE4 source code downloaded and compiled.

4.18 version of the plugin here (I removed some unnecessary files):

You have made me very happy! Thank you so much .

Hi, The plugin is currently not working for me sadly - Iā€™m running 4.18. Enabled the plugin and restarted and then the error appears when restarting. Windows 10 Pro v1703.
3DWare 10.5.3 (64-bit)
3DWinCore 17.5.3.14480 - Using a spaceNavigator FW:4.35
**Binaries for the SpaceNave3d plugin are missing or incompatible with current engine version. **

Thanks for checking - itā€™s probably because I used UE 4.18 from source code that doesnā€™t have the correct version coding for making plugins that is only in the release version of 4.18. Will try to fix that ASAP.

Try this one (for 4.18):

I have a SpacePilot Pro and it works for me - however, I havenā€™t tested it on the older plugin - it works with the UE 4.17 and 4.18 plugins I made from above. They are using the newer 2016 3DxWare SDK. If you have 4.17 or 4.18 give it a shot?

Thanks so much for the fix. Works great. Fantastic work mate.
The right button on the 3d mouse, Is it possible to use these as Front, Top, Right and fit? I have attached the pie pop up for reference.

OMG, thank you so much for this!!!

This may not be possible the way this plugin works - it appears as a 6 axis joystick with a few buttons, which is supported by UE4. Itā€™s a crude way of doing it without having to modify the UE4 Editor itself. To support those other functions wonā€™t be possible yet, unless UE4 has keyboard commands for those functions you mentioned, but that would mean customizing it through the 3DxWare properties.

Iā€™ll look into it though - maybe more functionality was added to the editor to allow Editor commands be sent from a plugin. Weā€™ll see! :slight_smile:

I looked around the UE4 Editor documentation, and I found this:

https://docs.unrealengine.com/latestā€¦I/KeyBindings/

I am pretty sure you can create a custom radial menu that contains custom macros to assign the keystrokes from the list of KeyBindings you have set up for UE4. You can name the macros to something more sensible. If you look at the UE4 Editor keyboard preferences (Edit->Editor Preferences->Keyboard Shortcuts) then look in the Common Viewport Commands section, youā€™ll see keyboard bindings for Front, Left, Top, Right, etc.

I hope that helps!

Thanks , I will have more time over the weekend to get the custom radial menu working. Iā€™ll update the post soon.

For those who donā€™t mind compiling the plugin on their own, be sure to check out: https://.com//

Latest version (which only compiles for UE 4.18 right now - will have to fix that later) has support for 3Dconnexion V3D commands. I mapped them to UE4 editorā€™s Fit, Top, Left, etc. viewport functions. However, it does require editing the XML file that 3Dconnexion generates for the UE4 editor (check your Roaming/3dconnexion/cfg directory in your appdata directory - yeah, itā€™s kind of involved). The xml file needs to have the entries shown in this post added:
https://www.3dconnexion.com/forum/viewtopic.php?p=53563&sid=f8b61888bbbac2608a84381c5de668a0#p53563

This is experimental right now - I am not sure if the way I access UE4 editor commands is proper.