Support for Space Navigator 3D Mouse?

The 3d mouse driver for 4.20 will need to be compiled again sadly. After all the Datasmith effort, will Epic ever support the 3d out of the box?

Clearly Epic donā€™t give a ratā€™s #ss about supporting what a lot of people describe as a ā€œbasicā€ 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 - canā€™t they (epic) just take that and include it in the engine so itā€™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 Iā€™ve just stopped using it altogether. Itā€™s a shame coz I think itā€™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.

I tried recompiling the source for 4.20, but it throw me errors. Did anyone manage to recompile it?

, would there be a chance you will update the 3dmouse driver for Unreal 4.20? I feel bad to keep asking on every releaseā€¦sorry mate.

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 didnā€™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 Iā€™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/sā€¦-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. Iā€™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 workā€¦it was taking away from the actual purpose of using the engine.

So Iā€™ve tried it a few waysā€¦Iā€™ve downloaded the latest folderā€¦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 breakdownā€¦I start generateprojectfiles.bat and it generates the solution without errorā€¦then I open the solution and buildā€¦this completes without an issue. Then I start a new instance from the build and it goes through the process of initializing everything and Iā€™m able to then create a new project, greatā€¦go to enable plugins, in the plugin window and nothing is there to enable. The plugin doesnā€™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 canā€™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 didnā€™t exist, along with the error I mentioned in the second paragraph.

Where am I going wrong?

Please please please make this available for 4.20.

Anyone have any luck getting 4.20 version working yet? Thanks to everyone who is working on it.

Sorry for taking so long to replyā€¦

To compile plugin, you dont have to compile engine.

In a c++ project, add a directory called Plugins.
Download SpaceNav from into Plugins.
e.g.
/ProjectName/Plugins/-master

Then download sdk from https://www.3dconnexion.eu/service/sā€¦-download.html into
ProjectName-master\Source\ThirdParty\3DxWare SDK

When you build your project, it will compile plugin.

Here are binaries - just extract into Plugins folder in engine or project
https://drive.google.com/open?id=1A7ā€¦z1FVmaXT99CvHe

Thanks OptimisticMonkey - I will try it.

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:

  1. 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 OptimisticMonkeyā€™s post above (see his link above). I extracted the download onto my desktop.
  2. I then went to the 3DConnexion website per OptimisticMonkeyā€™s instructions to download the ā€œSDKā€ file: https://www.3dconnexion.eu/service/sā€¦-download.html
  3. 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 wasnā€™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 ā€œpluginā€ 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
  4. 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
  5. I then went to my C drive -> Program Files -> Epic Games -> UE_4.20 -> Engine -> Plugins -> then I created a folder named ā€œ-masterā€.
  6. Then I copied the plugin from my desktop (that now has the SDK saved into it) and pasted it into the ā€œ-masterā€ folder from step 5. The result is that if you click on the ā€œ-masterā€ folder it has another folder inside with the same name. Then inside that folder is the guts of the plugin with folders such as ā€œBinariesā€, ā€œConfigā€ 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?

Maybe if we all switched to Unity (which DOES support 3d Mouse), Epic might start to take notice?!

@Xennon Unfortunately the short answer is yes, each version of the engine needs different plugin binaries.

For the most part the code doesnā€™t change significantly, but there are always minor things - api changes, etcā€¦

Thanks so much , OptimisticMonkey and everyone for working so hard to get this working! Danimus2000**, your instructions were spot on!** Iā€™m doing back-flips and thatā€™s a lot for this big body! Happy Coding and Make some great games, art, etc!!!