[USER=“3283880”] Morasz[/USER] are you waiting on me for anything? I haven’t seen any updates to the GH repo for over a month. Reading back through, I’m not sure if you still need me to capture button presses on the SpaceMouse Enterprise or not.
hi! no unfortunately I am working on a pretty big project for couple of months so I don’t know how I will have time developing this. But as a good news I fixed another crucial but way easier to fix bug. I still don’t have the static VID, PID lookup method to get the devices and I still haven’t done separate classes for device types needing separate treatment. (like most probably your enterprise or the wireless ones)
-SpaceMouse/releases/latest
[USER=“3283880”] Morasz[/USER] I understand you created a new SpaceNavigator plugin, thank you very much! I downloaded your latest release and it worked instantly. There’s only a few small glitches, like the camera jumping forwards or back once every few seconds during continuous movement, but I can live with that. The fact that I also seem to be able to build projects without uninstalling the plugin is a huge, huge benefit over the previous version!
(I agree that their drivers and SDK are horrible bloatware, but that’s what happens when a company is allowed to be in a monopoly position for more than two decades. It’s funny that even built Unity games are 100% incompatible with even having the 3dxware drivers installed due to their joystick emulation, while you seem to have managed to leverage that into working brilliantly with Unreal!)
EDIT: Anyone else get the mouse cursor aim being off after rotating the view using the SpaceMouse with this plugin installed? Feels a bit random, just like the view jumping forwards/back…
The mouse behavior is coming from the fact that the default UE4 mouse navigation is world aligned and of course doesn’t take the SpaceMouse thing into account. However if you do Maya style navigation (Alt + (LMB) Drag) then everything will nicely reset. It is of course possible to design some logic for the viewports to counteract this phenomena buut I have more important things to do ATM
I didn’t experience those jumping forward/backward yet, can you put up a video about it, with debug info turned on in the SpaceMouse editor settings? (with OBS and unlisted youtube video or similar)
I experienced this, and it’s because the default driver config for the SpaceMouse tries to “help” you by making the rotate forward and back motion on the SpaceMouse translate into a mouse scrollwheel. this is by far the most annoying thing about the SpaceMouse and the person at 3dconnexion who decided that this should be the default for all applications needs to be fired immediately, and should never again be allowed to hold a job. (OK obviously I don’t mean that, and I hope it conveys the level of annoyance that this “helpful” setting has caused me.)
You can turn this awful behavior off by just unchecking all the boxes in the SpaceMouse axis configuration dialog. The only one turned on by default is the one that tries to make the spacemouse act like a mousewheel in applications it doesn’t know about out of the box.
Oh yeah, that’s why I don’t use that and do the HID approach instead, btw I’ve got a new computer and it turns out spacemice HID work just fine without installing any 3DxWare crap (at least for wired Space Navigator and wired SpaceMouse Pro), no need to disable service autostarts \o/
Yes, it presents itself as a HID device and you can just access the HID data provided by the device. If you know how to use that data, you don’t need a driver at all. All true USB HID devices work in this way on Windows, Linux and Mac, except for mouse and keyboard – you can’t read that HID data unless you’re the OS, at least on Windows. It would make keyloggers far too easy to create.
This sounds fantastic! Can’t wait to try it. Just wanted to bump up the thread.
== John ==
I downloaded the plugin from -SpaceMouse and tried to open the SpaceMouseTest.uproject file in UE4 (v.4.22.3). A message pops up saying: “The following modules are missing or built with a different engine version: SpaceMouseTest, SpaceMouse. Would you like to rebuild them now?” I selected Yes to this, but then get this message: SpaceMouseTest could not be compiled. Try rebuilding from source manually. How do I do that? Thanks,
I made a board for device compatibility: -SpaceMouse/projects/3 please post how your device works with this plugin there.
please download the latest release from -SpaceMouse/releases/latest that contains the precompiled binaries, not the repo. Only use the repo when you’re familiar with C++ development. Also read the readme file please. Read the release description to see what you’d need to do if it still asks you to recompile.
MAJOR UPDATE:
-SpaceMouse/releases/latest
I refactored SpaceMouse plugin structure to be more elegant, meaning the plugin now consists of 3 modules: the HID reader one which is used by an Editor module and a Runtime (gameplay) module. The last one doesn’t do anything yet, that’s coming soon. First iteration of that will be just a Blueprint function, axis mappings come later I guess.
People with wireless SpaceMice and Enterprise, your devices were not detected before because for some reason their Vendor ID are different from the rest. Now it’s also should be fixed because I’m using a static list of VID/PID pairs to detect devices (copied from here: https://.com/FreeSpacenav/spacenavd/blob/a9eccf34e7cac969ee399f625aef827f4f4aaec6/src/dev.c#L202 ). So those devices should start working in theory.
I’m currently having issues with proper packaging for the Marketplace (in traditional UE4 fashion of course a header file is not found during packaging when it’s found during VS building gggnnn), once that’s resolved and we have the runtime BP nodes I will put it up so people can optionally buy it (it will be the same as , and all future release will be available for free from ). Which is the more realistic you guys think, $5 or $10? (once most pressing issues sorted)
Using the .5 release with UE 4.20 the compiling window pops and even with VS2019 and Game options installed , it won’t compile. Im using the Enterprise version. Any suggestions?
@pixeldesire3D, can you write here the compilation error?
hope the animated gif capturing the error plays and helps out
The market is probably small on this one, and the people who have the devices have the deep pockets to pay the quite high cost (yay for monopolies), so I would have no problem with $10. I’ll buy a license both from my home account and my work account.
Have you been able to look into the issue with the camera jumping back and forwards (that someone suggested was due to mouse wheel emulation)?
@pixeldesire3D that didn’t help, try building it with visual studio, if you don’t have it you can’t build it though
@eobet thanks mate! unfortunately that issue seems to be coming from 3DxWare default mappings with scrolling wheel emulation which is annoying. I don’t experience it but I also don’t have 3DxWare, the only thing I can do about it is write a note about this in readme/description
How would I go by building it with VS?
Thank for your nice plugin.I installed the last issue . but it might was some problem,my Space-Mouse-wireless did not work.
Clone repo, right click on SpaceMouseTest.uproject, generate project files, once it’s done open SpaceMouseTest.sln, you don’t have to aign in with an ms account, Build menu on top -> Build Solution
@Tim_c_cq aww daamn, please turn on the debug output in the editor settings of SpaceMouse, and tell me what is written there (are there any devices detected for example)