Just joined UE4 and want to use for Sketchup Rendering. I know nothing about programming and just want to use my SpaceMouse. I see that some people have managed to produce their own drivers. Would anyone be able to supply a finished driver that I could use. I am using UE version 4.20.2-4302132+++UE4+Release-4.20. Thanks in advance.
Hi. Thanks for sharing the binary. Does the binary work for Space Mouse compact (non-wireless)? Because for me it didnāt work. I use UE version 4.20.2. The plugin is enabled and I donāt get any error message, but the 3D mouse doesnāt work.
YOU ARE JOKING. I have used my Space Navigator in Unity for 10 years!! I canno BELIEVE, even GOOGLE EARTH works with the Space Friggin navigator!! Every day I end up thinking about one thing or another that: Unreal is so primitive. Epic employees should have to face a DEADLINE for the first time in 25 years (like we all do every day,ā¦) THAT would light a fire under their slow moving, gaming at work butts!
This sounds great! Can you clarify a couple of your steps?
*ā4. 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/3DxWareSDKā *
??? You pasted an exe in a plugin? Is there some like programming or ādebuggngā or ? What?? What is the āpasting into pluginā step? What exactly does that mean? Also, why ācopyā the exe file? Is there some reason? Can you just put it where it goes (where it goes is usually to run an EXE FILEā¦ I think that a person would RUN an exe file,. ??? You canāt paste anything into it without using an engine and rebuilding the entire program, .
Also* āThen I copied the plugin from my desktop (that now has the SDK saved into it)ā *
This doesnāt seem to make any sense,. No Offense! Why would a plugin be on your desktop? How do you save an SDK into a plugin file? (folder? exe? ???) ???!?!?!?!!??
Are you calling: ā-masterā a Plugin instead of a FOLDER? Where does the exe come in? Is it a Folder? PLEASE Just list the steps!
Please clarify! THANK YOU!
@NextWorldVR if you are using 4.20 and only need binaries then just copy this to you Plugins folder in your project. (If you have no Plugins folder then just create it)
OptimisticMonkeyās binaries work wonders on 4.20.3! I was wondering, how can we compile this plugin for releases to come? Is there a way to do so by ourselves, you know, homebrew? P.S Using Unreal from the source
***UPDATE
Iāve managed to compile the plug-in for the latest Unreal, sadly, itās unusable for me, because this latest builds, 4.22(master branch), and 4.21 have VR preview directX related errors. But, if anyone is interested in compiling this plug-in for themselves, Iāll be glad to tell you all how. For the latest iterations of Unreal Engine it will give this error:
ā¦\CPLUSPLUS\Plugins-master\Source\.Build.cs : warning : Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = āPrivate/SpaceNav3DPrivatePCH.hā) from UE 4.21 onwards.
If anyone knows anything about it, let us know.
You can compile th eplugin with:
āC:\Program Files\Epic Games\UE_4.20\Engine\Build\BatchFiles\RunUAT.batā BuildPlugin -plugin=āC:\Program Files\Epic Games\UE_4.20\Engine\Plugins\.upluginā -package=āANY DIRECTORY OUTSIDE UNREALā
The plugin is compiled against the actual version and writes in the directory that is outside unreal/epic a new scenario with the new plugin.
You can then copy the plugin in your scenario and activate it.
Can you tell me, how you use the plugin in 4.20 ? The plugin in is activated in my scenario, but how do I get the values of the mouse in blueprint or drive the view ?
Hi, has anybody been able to use Spacemouse with 4.21? Works perfect on 4.20 (by Danimus2000) but I tried the same steps with 4.21 and wonāt work.
Any help is appreciated
Test out this compiled plugin, and let me know if it works:
No luck @sarenimrmot , it says the sameā¦ that modules are missing or build in different engine version. If you try to install it to programs like before, it wonāt allow it anymore, only as external plug-in.
Just copy the entire folder to the Engine\Plugins folder of your built engine, or Plugins folder of your project. Did you try it like that?
@NextWorldVR Regarding your questions about the steps I used to get the plugin working that I posted on 8-20-2018:
I realize I mislabeled some things. I got it working in 4.20 NOT 4.21 like my post original said. I have edited my post. I also made a couple of other changes to that post to try and make it more clear. I do not know how to get it working in 4.21 as of yet.
For 4.21ā¦Iām holding out for a heroā¦named
@sarenimrmot I tried that already, it fails to load, wonāt even open the program. Lets hope that hero shows up.
Here is a version compiled for 4.21:
Lemme know if you have problems
Thank you very much OptimisticMonkey. The plugin you posted works perfectly with 4.21.1
Refering to the file you posted here:
Wonderful to have my Spacemouse working again!
Space Mouse works fine for me too with 4.21.1, following the instructions in this post:
https://forums.unrealengine.com/unreā¦15#post1517915
and with the plugin files from
https://forums.unrealengine.com/unreā¦84#post1557484
But the behavior of the Space Mouse is not quite like I want, reversed movements. WHere can i set it up ? I have a 3D connexion app but that seems to apply to all software installed on my PC. I donāt want to change the behavior of my Space Mouse for other apps, only for UE4. I checked in UE4/Plugins, I found the plugin, but there are no parameters i can change there.
Thanks
edit: you can ignore my question, SpaceMouse movements are fine. I am used to my SpaceMouse in a CAD software in which the mouse controls the object. Here in UE4 i realise I donāt control the object/scene but the camera. All good.
BIG thank you
For all that wants to use this plugin for the 4.20, the 4.21 plugin version does work for 4.20 too. Big thanks to all that support this plugin so that it doesnĀ“t die off
There is another plugin that is capable of supporting the spacenavigator / spacemouse as a standalone input which allows to inverse the axis only for the space mouse / spacenavigator. However,this plugin on this thread here emulates a gamepad input, which also allows to use it inside the editor. If you want to try out the other one for your project its hosted here :
https://.com/tsky1971/UEJoystickPlugin/tree/4.21 ( havenĀ“t tried it , it wasnĀ“t working for some time after 4.19) To be honest, the joystick plugin is very big and it can be tricky to implement.
Hm but i would be interested if there is a chance to determine if you use the Spacenavigator or the regular gamepad - or even better, that it knows that you are using it inside the editor ( gamepad emulation) and then inside the game ( separate input mapping).
Iām in 4.21.1, much appreciate assistance. Iāve had no issues on the Windows side, simply placing the SpaceNav folder inside the plugin folder of the project works for me, even across upgrades to the engine. Iām now needing to work on the Mac side, have tried several routes. In 4.21.1, my preference being to begin with most current version, I downloaded from this link, unzipped, and tried simply placing that folder in the plugins folder of the project, no functionality of Space Mouse and in Settings>Plugins>Inputs doesnāt show up. Neither does the project (which calls for this plugin, having been written that way from the PC) alert me on open that I have a missing plugin, do I want to dismiss.
I then tried what appears to be a second scenario working for Danimus 2000 per this post, which involves downloading the SDK from 3dConnexion, these instructions pointing to 3DxWare-SDK_v3-4-0_414759.exe, a Windows file. Since Iām on Mac, I downloaded the Mac OS X SDK, very careful to where the unzipped folder resides within the -master folder> a second -master folder> Source> Third Party folder - 3DxWare SDK lives there. Note, these instruction go off map a bit w.r.t. the name of the folder, the binary for 4.21.1 not having ā-masterā appended, so my two folders were simply āā. In this second scenario Iām adding the SDK to the picture and placing everything contained in this plugin folder inside UE_4.21>Engine folders, whereby the first scenario only places the plugin inside the plugins folder of the project. Are either of these scenarios appropriate, and if so, depending on what? Is what Iām tracking here with my steps on track?
A third scenario Iāve tried, this coming before moving to 4.21.1, was working with an earlier release of the binary for and following those instructions which involved also placing the SDK inside the engine folder, namely UE_4.20. Though I wasnāt able to get the Space Mouse to affect the camera (but tests fine in 3DConnexion Home tools), I at least did see showing up in Settings>Plugins>Inputs. I tried Disabling, Enabling, restarting each time, but no go on functionality.
Iām reading so many users here clamoring for built-in support of a tool that seems like such a no brainer to productivity, weāre all preaching to the choir, in my case my dependence goes deeper yet. I present to groups on a big screen in 3D these photorealistic scan-based virtual environments, the look of jerky mouse movements and keyboard strokes being a non-starter. And while a gamepad is a big step in the right direction, toward the the ideal of butter smooth, cinematic navigation as people expect from film, the limitation to 2-axis forces viewers out of story whenever a third axis introduces a jerk in the camera. Only the 6-axis Space Mouse supports the kind of camera language you work for as a director of photography in live action. So, and OptimisticMonkey, this community owes you a huge debt of gratitude! Itās so appreciated what you do.
Addendum: Okay, a little step forward, I deleted the 4.21.1 project, launched 4.21.1 and rebuilt from the 4.20 version that had showing up in Settings>Plugins>Inputs, and now at least it shows up in 4.21.1, just doesnāt function - yet. Many thanks for a hand up.