This is not an error message, click yes. This is normal if you only downloaded the repository and not the release so UE4 has only the sources (or if I missed to include something with said release), and it has to recompile the plugin. It can do that automagically.
Hi, Sorry, I forgot to mention, I cannot get it to work even when I click yes. āProject could not be compiled. Try rebuilding from source manuallyā. Quits the project and then Iām back in the Epic Games Launcher.
Are you using the spacemouse.0.1.zip from the releases? -SpaceMouse/releases
No, I wasnāt!
The 3dMouse now works using 0.1. Thanks very Much. My issue now is that the reverse function does not work in the Advanced 3dConnexion settings. Movement is the opposite that Iām used to. Sorry to be a pain. I appreciate your help.
Hey , Sorry to keep asking for new SpaceNave3d plugin builds. I was wondering if you have a new version for 4.22.1. Morasz has done a great job with his version but Iām currently having issues with the setup. I appreciate your help. Thanks
yeah my plugin doesnāt care about the 3DConnexion settings because itās directly using the hardware through HID. Iām not a fan of 3DxWare. Controls are the same as in Blender e.g. the puck is the camera delta in view space, with the lens sitting on the side of the puck facing your monitor. Iāll add editor settings once I find time so other behaviours would be supported.
I tried to use the 0.1 version, but the only thing that works is zooming in and out. Im using 4.22 and donāt get any errors. Any idea what it could be?
you mean you have translation only, no rotation? on which viewport?
When I push the 3D mouse forward it zooms in and when I pull it towards myself it zooms out. Other than that nothing happens Basically all viewports. Doesnāt matter if Iām in simulate or the selected viewport or just building my environment
Thanks .
hah yeah that doesnāt sound good. this might mean that the HID data layout is not the same throughout the individual models or your editor viewports is in orbit mode (and maybe other possibilities I canāt see yet). I actually noticed similar behavior for material preview. which spacemouse model youāve got (from which year)?
I have the SpaceMouse Compact, donāt know which year itās from, just bought it a week ago so I guess itās not too old
Hi ,many thanks your kind effort, iāve got my spacemouse navigator working in 4.22.1 Just from initial use it would be great to be able to disable the camera roll and it seems somewhat un stable when using it on a cine camera, though this was in a raytraced scene so coulda been just about anything else in the scene at this stage. Cheers for your help.
so the plugin that kinda works from is grand an all for moving around but realise its not able to utilize the hotkeys on the space Navigator pro, so looking on 's post on and it
does say its viable for use with 4.22, but on launch Iām getting the usual error message about it failing to load, on it is mentioned to perhaps compile the plugin, what does this entail? Iām just a polu pushing artist so no experience with working with files from and compiling. Any help would be greatly appreciated as Iām kinda locked into version 4.22 for the next project and would love me the spacemouse experience supplied with previous Unreal version. cheers
Thanks for the feedback guys. I found some time to improve my plugin. Check out here:
-SpaceMouse/releases/latest
for settings read the README.md:
-SpaceMouse/blob/master/README.md
Now it doesnāt crash on exit yay, but most importantly Iāve added user preferences in Editor Preferences (or at least according to my understanding and my testing it should be there, I might miss something with that API). Also handling orbiting viewports are added (well the plugin will just switch to free-fly mode while moving with SpaceMice and switch back once done). Also now orthogonal viewports are ignored (for now)
ah ok, I donāt have that device unfortunately, I really hope they didnāt change the HID data layout because then Iāll be really sad.
Camera roll for me is actually quite important. I can add a setting which might force the roll to be fixed but until then you can now tweak the axis mapping settings to lower roll speed for example (setting it for example -0.5).
Button mappings would be also cool, however that aināt gonna happen very soon as I can see my time. (remember, Iām reading HID directly, it means Iām not merely simulating keyboard key presses like that puny annoying 3DxWare utility)
Hi , Thanks for updating the plugin to 0.2. I enabled the plugin (plugins > Other). It is currently the opposite navigation settings Iām used to.
In SpaceMouse > General editor. I tried changing the Pitch, Roll, Yaw settings but Unreal kept crashing. Would it be ok to edit the SpaceMouseConfig.h file in UE_4.22\Enterprise\Plugins\3dmouse\Source\SpaceMouse\Public ?
UPROPERTY(EditAnywhere, Config, Category = Rotation)
float RotationDegreesPerSec = 270;
UPROPERTY(EditAnywhere, Config, Category = Translation)
float TranslationUnitsPerSec = 1000;
UPROPERTY(EditAnywhere, Config, Category = Translation)
FVector XTranslationAxisMap = FVector(0, -1, 0);
UPROPERTY(EditAnywhere, Config, Category = Translation)
FVector YTranslationAxisMap = FVector(1, 0, 0);
UPROPERTY(EditAnywhere, Config, Category = Translation)
FVector ZTranslationAxisMap = FVector(0, 0, -1);
UPROPERTY(EditAnywhere, Config, Category = Rotation)
FVector PitchAxisMap = FVector(1, 0, 0);
UPROPERTY(EditAnywhere, Config, Category = Rotation)
FVector YawAxisMap = FVector(0, 0, 1);
UPROPERTY(EditAnywhere, Config, Category = Rotation)
FVector RollAxisMap = FVector(0, -1, 0);
hah posted the update from the wrong account, oh well.
UE4 keeps crashing? Is it related to the SpaceMouse plugin? Do you happen to have debug symbols on your machine? So maybe you can see a stack trace in your UE4 crash window.
You can but you donāt need to edit the source code, in theory you should be able to edit the editor config ini file if for some reason it doesnāt work in the editor itself.
Brilliant. Found the correct account. Thanks for adding the readme file also.
-SpaceMouse
Attached my 3d SpaceNavigator setting.
A Crash happens when I click the dropdown arrow in the viewport and change the layout. Could be just a UE4 Bug.
Do you know if itās possible to disable the camera movement when clicking in the viewport?
I would like to remove this key from the Keybindings Editor if possible. I canāt see the key associated with it. Maybe I need glasses!!
LMB + Drag - Moves the camera forward and backward and rotates left and right.
RMB + Drag - Rotates the viewport camera.
Am I correct in thinking Morasz built the pluginā¦who is **MESODI from post **#376](Support for Space Navigator 3D Mouse? - #387 by MESODI - Feedback & Requests - Epic Developer Community Forums)?
Many many thanks , thats a great addition having the axis maps editable, works a treat.
Just a suggestion but if you were to put this into the marketplace I for one would be happy to buy it. cheers.
p.s. had a proper lol moment at the gif on your homepage, with the client and the moving toilet, ah, the glamour of 3d arch viz work!
MESODI was still me but the user account is for the company Iām working for. Forgot to sign out and sign in for my personal account.
I changed the layout through the viewport dropdown button (upper left corner), moved stuff around but I couldnāt reproduce the crash. Hopefully what you have there is not related to my plugin.
Mouse camera movement can live side by side the spacemouse navigation. Personally I donāt see any reason disabling it. I donāt know more about it than you do. I vaguely remember you might be able to disable it in C++ with the 3D viewport api.
Youāre welcome! Iām glad you like it. Iāll put this on marketplace when Iāll have user configurable button mappings added and maybe tested it with more devices (not just the 2 I have access to)
hehe, yeah that gif is my life experience with creative people