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.
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 didn’t work. I use UE version 4.20.2. The plugin is enabled and I don’t get any error message, but the 3D mouse doesn’t 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,…) THAT would light a fire under their slow moving, gaming at work butts!
This sounds great! Can you clarify a couple of your steps?
*“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” *
??? You pasted an exe in a plugin? Is there some like programming or ‘debuggng’ or ? What?? What is the ‘pasting into plugin’ step? What exactly does that mean? Also, why ‘copy’ the exe file? Is there some reason? Can you just put it where it goes (where it goes is usually to run an EXE FILE… I think that a person would RUN an exe file,. ??? You can’t paste anything into it without using an engine and rebuilding the entire program, .
Also* “Then I copied the plugin from my desktop (that now has the SDK saved into it)” *
This doesn’t 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: ‘-master’ 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)
OptimisticMonkey’s 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
I’ve managed to compile the plug-in for the latest Unreal, sadly, it’s 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, I’ll be glad to tell you all how. For the latest iterations of Unreal Engine it will give this error:
…\CPLUSPLUS\Plugins-master\Source\.Build.cs : warning : Modules must specify an explicit precompiled header (eg. PrivatePCHHeaderFile = “Private/SpaceNav3DPrivatePCH.h”) from UE 4.21 onwards.
If anyone knows anything about it, let us know.
You can compile th eplugin with:
“C:\Program Files\Epic Games\UE_4.20\Engine\Build\BatchFiles\RunUAT.bat” BuildPlugin -plugin=“C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\.uplugin” -package=“ANY DIRECTORY OUTSIDE UNREAL”
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 won’t work.
Any help is appreciated
Test out this compiled plugin, and let me know if it works:
No luck @sarenimrmot , it says the same… that modules are missing or build in different engine version. If you try to install it to programs like before, it won’t 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 4.21…I’m holding out for a hero…named
@sarenimrmot I tried that already, it fails to load, won’t 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/unre…15#post1517915
and with the plugin files from
https://forums.unrealengine.com/unre…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 don’t 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 don’t 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 doesn´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 ( haven´t tried it , it wasn´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).