Hi mate,
Rodger that and since i was trying to fix an issue with my fps controller i didn’t have the time to test it yet so the minute i have time tomorrow.
Regards Pete
Hi mate,
Rodger that and since i was trying to fix an issue with my fps controller i didn’t have the time to test it yet so the minute i have time tomorrow.
Regards Pete
Hello. I have tried some more of 's plugin, I have some updates/questions.
I have figured out why it was not building on mac. I am beginning the process of porting the plugin to mac. I will post back if I make progress.
I tested the plugin on a Windows machine. I was quite happy with it, the acceleration curve is much better than the equivalent Unity plugin. Big thank you to et al for making this.
I have found a reproducible crash. I filed an issue on https://.com///issues/4
The plugin “type” is “Runtime” rather than “Editor”. Is this intentional? I am new to Unreal but my understanding is that this means the plugin will be included into shipped games, and I was only intending to use the plugin for game editing. Is there a way, after installing the plugin, for the “user” to downgrade it from a Runtime to an Editor plugin?
Is there a way to use the plugin to move the selected item rather than moving the camera?
It would maybe be helpful to have a brief user’s guide in the README because I am not sure after installing what the plugin does or does not do (maybe it is explained back on page 13 of this thread or something).
Thanks
I believe I fixed the crash, but have not yet recompiled it for all versions of the editor. If you change levels and the Space Mouse produces input at the same time, bad things happen. A workaround for now would be to not touch the space mouse (and make sure it is calibrated so it doesn’t drift) when changing levels. Or even go as far as unplugging it when changing levels.
The fix in source code form is available on right now.
As for #5 - the Unreal Editor source code would need to be modified to allow the space mouse to move an object. The problem is that there is no code in the Editor for a joystick or any other controller besides the mouse to move objects. I would like to work on this, but it would require a lot of work - parts of the Unreal Editor viewport/object handling code would have to be added onto or rewritten. I believe it is doable, but would probably take a few months of testing and experimenting on the Unreal Editor code itself. I don’t think this kind of thing can be limited to a plugin right now.
The plugin is set up as Runtime for now - to allow use in games! But it also works in the Editor. The “proper” way to do this is to mark the module as both, but the steps to do this are rather involved. One day we’ll figure it out!
Thanks.
I have an update on the mac port. It is working and can move the camera, but the axis data -> Unreal mapping seems to be incorrect. Here is the current code and here is a video of the mac port in action. As I test, I am moving the spacemouse in these directions in this order: forward, back, left, right, down, up, turn side to side, tilt side to side, tilt forward and back. All movements are very, very slow and the axis mappings seem wrong. I do not seem to be able to turn “to the right” at all.
I do not understand exactly why this code works the way it does. For example I do not exactly understand how “LongToNormalizedFloat” was derived, or how the controller analog mappings work. So I am not quite sure what to change to fix this. Any help with understanding the current code would be appreciated.
If I can get the code to a state it is usable I will submit a pull request.
(One other minor note about the current mac port: I have not attempted button support yet, chiefly because the various necessary constant like V3DCMD_VIEW_ISO1 are not in the mac headers. 3DConnexion’s mac and windows APIs are VERY different for some reason. On Monday I will have access to a Windows machine so I will try to figure out what the raw number values are then.)
EDIT: Looking at the raw axis values output by my spacemouse I am finding that they are uniformly in the range -525 to 525 on all axes. I find this note in the manual: “At maximum speed, the range is -1024 to 1024. Typical range that you should optimize your application for should be -500 to 500.” Is this different from in the Windows implementation?
EDIT 2: I tried multiplying all axis values by 32 before feeding them to LongToNormalizedFloat and now it’s no longer “creeping” but any attempt to rotate is still weiiirrrddd and I’m not sure these axes are correct.
The controller analog mappings are based on the XBOX 360 controller, from what I read while browsing the UE4 Editor code. It must be different for OS X. In the Windows version of UE4 Editor, analog input is expected to be in floating point format, usually ranged between -1.0 to 1.0. LongToNormalizedFloat takes a certain range of integers output by the space mouse driver (-32768 to 32767) and maps them to be between -1.0 and 1.0. However, the UE4 Editor has a hard coded deadzone of -0.2 to 0.2 which it ignores. It isn’t necessary for the Space Mouse which already has a dead zone built into the driver, so LongToNormalizedFloat works around that, to prevent a double dead zone effect (ie. you would have to push the space mouse more to get the camera to move)!
Amazing! its working!!!
Guys you are awesome superheroes!
Is there a way to send “thank you” in some other form than just words? May be yu have a paypal or Ethereum\Ripple wallet ?
nevertheless… sincerely good wishes for you.
Don’t worry about it robocop - I appreciate the well wishes though. This current version is too simple.
We’ll see about the future - I would like to add more features, but it would require modifying the Editor code itself, and the changes I make will have to be accepted by Epic before they appear in the editor source code repository.
Not working on 4.18.2…
What is the latest UE4 version it works on?
Thanks for the plugin, very usable
@ so whats that all about ? A Trojan ?
Ok while that doesn´t mean to be true and i found this https://.com/ethereum/go-ethereum/issues/15560 its too suspicious to me. No other download for simliar plugins give me that response. Please check and try to fix that.
here I do use even on 4.18.3 and now problem.
Please, give links to the old versions: 4.10, 4.12, 4.14
Unfortunately, all of old links do not work.
Did you try this?
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/437-support-for-space-navigator-3d-mouse?p=1394513#post1394513
hello ,
any chance soon for 4.19 compilation?
regards
Space Mouse should be natively supported…
@, I hope you are doing well.
I really appreciate your work on the previous 3dmouse drivers. Would it be a pain to build a version for 4.19 Preview 6 for windows 10? I can test the builds on my machine and give you any bug reports straight away.
Thanks again for your work.
I understand it takes time to compile and debug the 3dconnexion plugin. I am more than happy to pay for the plugin. It helps my workflow and possible RSI! I am lost without my 3d mouse. Thanks
Can anyone help to compile a new 3dconnexion driver for 4.19?
Using the mouse to navigate in UE4 is a painful experience!
https://.com//
3Dconnexion SpaceMouse 3DMouse
I’m compiling it now, and I’ll share it when it’s done, or soon after. This is far easier than explaining how to do it to someone whose skillset I do not know well.
I’m getting tired so I’m going to let 4.19 compile (the plugin amongst the things compiling) and the next time I’m at my PC I’ll upload the files and share a link.