Clearly Epic don’t give a rat’s #ss about supporting what a lot of people describe as a “basic” and universally accepted standard device for working in 3D - just look at the length and above all the AGE of this thread alone (there are many others) calling for native support for 3d mice, and the response from Epic? - yeah right! As if!
90% of the work required has already been done by a USER - can’t they (epic) just take that and include it in the engine so it’s natively supported at least until (if ever) they fix the gutz of UE to allow for proper support.
Personally I find using the editor so clumsy and awkward that I’ve just stopped using it altogether. It’s a shame coz I think it’s a fantastic product.
A big thank you to and aaronsnoswell for making the 3dMouse driver. Epic cannot expect the driver will be updated by users each time. Well said Xennon, this is a basic feature. Check out the list of supported software developers that understand the 3d artist. - 3Dconnexion UK - SpaceMouse, CadMouse, Drivers.
It will be a few days (or a couple of weeks - things are getting hectic in real life haha) before I can get around to it. Hopefully Epic didn’t change the API too much!
Thanks . Best of luck with the real life stuff. The Virtual stuff can wait.
I hope the new 4.20 driver works as well as the previous drivers, I think I remember the last 4.19 compile was a headache but you got it working perfectly.
Just thought I’d add to the list of users requesting native support from Epic on this. Looking forward to any further community patches - thanks , they are much appreciated!
I have the 's source compiling and working in 4.20. https://.com//
Just remember, you have to separately download the latest 3DxWare SDK and put in ThirdParty/3DxWare SDK folder. (This SDK is external to the repo - you can get it at https://www.3dconnexion.eu/service/s…-download.html).
Let me know if anyone needs the compiled version and I will try to zip up a binary
What did you do to get it to work? I would be interested. I’m coming over from CE V. The wireless 3D mouse never seemed to work correctly on that engine and I was tired of trying to figure out how to get it to work…it was taking away from the actual purpose of using the engine.
So I’ve tried it a few ways…I’ve downloaded the latest folder…dropped it in the Engine\Source folder. I already have the latest SDK for 3Dx and I put those files in the engine\source hirdParty folder. However this is where things breakdown…I start generateprojectfiles.bat and it generates the solution without error…then I open the solution and build…this completes without an issue. Then I start a new instance from the build and it goes through the process of initializing everything and I’m able to then create a new project, great…go to enable plugins, in the plugin window and nothing is there to enable. The plugin doesn’t exist. Ok, so I figure I need to move the .uplugin to the plugin folder.
So I create a folder inside the engine\plugins folder called and drop the plugin there. But, when I go to generateprojectfiles.bat, I get warning "Exception while generating include data for UE4Editor. (Could not find module (referenced via default plugins -> .Uplugin.). That was the exact error I got. The warnings can’t be right, since no one has mentioned them in the 21 pages of complaints, so I must be doing something wrong.
Also, the above example only generates that one error message because I moved the SDK inc & lib folders into the Plugins\ThirdParty\3DxWare SDK folder. I originally only moved the plugin to the plugins folder and left the SDK kit in the engine\source hirdParty folder and I got several additional errors stating that the public & private folders didn’t exist, along with the error I mentioned in the second paragraph.
I got it to work in 4.20! Note that I am using a 3DConnexion Spacemouse Wireless.
Here is what I did in specific order:
I downloaded the plugin (which is just a folder full of other folders which have files in them) from the Google Drive folder referenced in OptimisticMonkey’s post above (see his link above). I extracted the download onto my desktop.
On the 3DConnexion website I had to register for an account. Then they sent me an email to confirm. I confirmed the account and then tried to download the SDK but it said I wasn’t registered as a developer. So I went to the developers page again and found another form I had to fill-out regarding the type of software I was developing. I just entered “plugin” as the software I was developing and filled in some additional fields. After I finished that form I was then allowed to download the most recent SDK from the 3dConnexion website. After it downloaded I extracted it onto my desktop. Inside the SDK folder is an executable file (mine was titled: 3DxWare-SDK_v3-4-0_414759.exe
I copied that .exe file and pasted it into the plugin (which we extracted in step 1) and put it in the folder: -master/Source/ThirdParty/3DxWareSDK
I then went to my C drive -> Program Files -> Epic Games -> UE_4.20 -> Engine -> Plugins -> then I created a folder named “-master”.
Then I copied the plugin from my desktop (that now has the SDK saved into it) and pasted it into the “-master” folder from step 5. The result is that if you click on the “-master” folder it has another folder inside with the same name. Then inside that folder is the guts of the plugin with folders such as “Binaries”, “Config” etc etc.
I then opened up Unreal Engine 4.20 and created a new project and my SpaceMouse Wireless was working.
Thank you to , OptimisticMonkey and everyone else who made that possible. Hopefully others will also have success.
I just downloaded the binaries for 4.20 and it works perfectly in 4.20.1 (Thanks OptimisticMonkey)
My question is, do I need a separate version for each version of the engine I have installed? I have about 9 versions of the engine installed going back as far as 4.7. If so, where can I get these earlier versions of the plugin. Or - does this version (by some miracle) work with previous engine versions?
Thanks so much , OptimisticMonkey and everyone for working so hard to get this working! Danimus2000**, your instructions were spot on!** I’m doing back-flips and that’s a lot for this big body! Happy Coding and Make some great games, art, etc!!!
Huge thanks to , OptimisticMonkey, Danimus2000!!! Got it working on 4.20.2 … sooooo much better! I wish you guys prosperity and long, happy life. Please do continue to update these binaries for future versions!
The only thing on my wishlist if at all possible is that the knob navigation control stays focused on 3D viewport even when you click on other parts of UI like Outliner so that you dont have to click back onto 3D viewport to activate navigation.