Thanks for experimenting with the PieMenu.
I was exploring the 3Dconnexion folder and found a 3dxpiemenus.exe.config. At the time 3dconnexion forum was down! So I put it on hold.
C:\Program Files\3Dconnexion\3DxWare\3DxWinCore64\3dxpiemenus.exe.config
, The pie menu would be an added bonus but I am really happy with the work you have done so far. I think its a little too involved for me at the moment.
Thanks so much.
Will the plugin need to be recompiled for every small ue4 update? I have just seen a UE4 4.18.1 Hotfix.
It will only need to be recompiled for point releases - for example, 4.19, 4.20, etc.
It should be easy for you to make a custom pie menu - just bring up the 3Dconnexion properties dialog while UE4 Editor is in focus, then click on Buttons, then add your keyboard macros based on the UE4 editor keybinds to your new radial menu. Should be easy, and no need to worry about V3D command stuff.
I recently switch a major game project to UE4 after 3 years with Unity and i am in the game dev business for the past 15 years and i am literally shocked to see no support for the 3d mouse while Unity has support for it via asset store plugin. For the records here what do you think is the main cause of absenteeism at game studios all around the globe? Well if your guess was RSI than you are a winner and RSI strike anyone at any age bracket, i for one know a lot about it since i was force to abandon a game project 3 years ago because of severe RSI. So if you are lucky at the moment to not have any RSI problem then believe me you will get them one day and maybe then you will understand that your game development career might be compromised or even worst so thatās where a 3d mouse came to the rescue so i truly hope this will get more attention because working without it feel like a handicap.
I would buy this asset at 50$ on the market place without a second thought simply because you boost your productivity to 30% and even more in certain tasks.
Can someone please tell me what version of this experimental driver work for 4.16.3 and if installing it will broke my 3ds max 2018?
Hello, Iām very interested in this, I am hoping I can use this to reposition the camera or objects when using the editor. I am using 4.18 on a mac.
I would prefer to build this myself from . I cannot get it to compile. From these instructions Plugins in Unreal Engine | Unreal Engine 5.1 Documentation and also your README my understanding is all I should have to do is clone the plugin into the Plugins directory then open my project and notice a new plugin which is unbuilt and offer to build the plugin. However when I do this it does not offer to build. It appears in Plugins -> Project -> Input Devices and āEnabledā is clicked. But it does not do anything and when I look in the plugin dir I donāt see a Binaries folder or any dylibs or anything.
Could I be doing something wrong? Note, I have not yet copied the sdk into place as the README notes, but I expect this should result in some sort of compile error message, not the plugin just silently refusing to build or runā¦?
I forgot to mention before: I know that you have to add a C++ file to a project for it to be able to build plugins, Iād done this and manually built the C++ project before posting.
I attempted to follow the instructions in the README this morning: ādownload the 3DxWare SDKā¦ and then extract it into the provided folder (ThirdParty/3DxWare SDK)ā. however, again, i am on macintosh, and on the mac these files do not seem to be part of the 3dconnexion downloadables. The 3DXWare SDK directory contains a manual PDF and a sample code directory. What do you expect the files your plugin loads out of ā3DxWare SDKā to be? (Itās possible on os x they are installed into /Library or something, but I canāt find them unless I know what to look for).
I looked at .Build.cs and realized the āLoad3DxWareSDKā function contained a check where it was returning false unless Target.Platform was equal to UnrealTargetPlatform.Win64 or UnrealTargetPlatform.Win32. Expanding that check to include mac and linux (which do both support the spacemouse) did not have any impact on anything, which I guess is unsurprising since this method seems to only add the paths for the 3DXWare SDK (which as noted above I donāt have).
If I do a full clean build (I delete Binaries/and Intermediate/ from my top level project) then the next time I build the project inside XCode, I see this: [attached image]
So it appears to be acknowledging the plugin is there, but somehow the cpp files arenāt getting builtā¦?
If there is porting work that needs to be done to get to work on the mac, I can do that porting work. However, I do not have familiarity with either plugin development for Unreal, the Unreal build system, or the spacemouse sdk. So I might need some help in understanding how to interact with those components
mcclure111, are you able to compile the Unreal Engine Editor? I am not sure from your description if you were able to do this. It seems that if you want to make a C++ plugin for UE, building the entire engine from source has to be done first.
I suspect some porting work needs to be done for Mac - but I would expect compile errors in the source to occur.
That warning you got might have something to do with it - although it did seem to work for me in UE 4.18 - Iāll have to double check that the repository is up to date.
Iāll try to get a 4.16 version working during the weekend - unfortunately, it requires that I have to get all the source code for UE 4.16, then download all the binary assets. This takes a few hours and also uses a lot of internet bandwidth, and uses approximately 30 to 40 GB of drive space. I may not have enough space - it already uses nearly 200 GB just for UE 4.17, UE 4.18, and Unreal Tournament source code and assets!
Ouch that a whole lot of work just for this and i will understand if you cannot do it since i know what is it to run out of space! On the other hand do you think 4.18 would be stable enough for a complete project?
Iāll figure out something! As for 4.18 - Iāve read complaints about crashes and stuff that should be fixed in 4.18.1. Not sure if it is a good idea to use the current release, but who knows?
Coming from the unity engine i would say i rather use official 4.16.3 version if i donāt want to cry along the way! But if anyhow you manage to make it i will jump on it and make a 3d statue of you in my game!
Wow that was fast thank a lot mate i will give it a try later on today and if you send me a side and frontal picture of you i will seriously put you in my game eh eh!