Support for Space Navigator 3D Mouse?

Hi GeeTee i think it is perfectly fine to share this and thank for replying and so far i didn’t had time to test aphixe solution and i will reply once i get it to work.

I hope this helps, this is the folder I placed in the plugins after it compiled for each version.unable to attach directly here, so there are two wetransfer links, files are around 14mb each.

Hi, Is there a tested compiled 3dconnexion plugin available for 4.24? Just tried GeeTeeCM2016 4.24 and I get this message! Do I need to do extra compiling steps? I press OK then Unreal quits. Thanks

Plugin ‘SpaceMouse’ failed to load because module ‘SpaceMouseReader’ could not be loaded. There may be an operating system error or the module may not be properly set up.

I’m not a coder, so I don’t know where in that file to do this.

However, it sounds as if the plugin will then be included in the build. That’s, I guess fine as long as it doesn’t complain that PCs running the build won’t have 3Dconnexion hardware (or interfere with VR), but ideally, I’d just want it disabled in builds.

Thanks for your help. Using GeeTeeCM2016 tutorial and microdee files. 3dConnexion working great in Version: 4.24.0

Can someone reupload? The links are dead.

Thanks. :slight_smile:

Hi fellas, please upload compiled versions for 4.23 and 4.24, would greatly appreciate it.

Hey! I would love to know how to get this support for 4.24 , the latest links are dead , if someone could re-post it would be much appreciated! thanks! :slight_smile:

Hey guys.

Needed this for 4.24 as well so I got the source from and put it on Drive for you all.

I sadly don’t have 23 in at the time, but if you go get the source, and open that project in Unreal 4.23, with Visual Studio containing the packages specified on the there, it pretty much does it itself. You should then be able to copy it from the Plugins folder of that project and into your 4.23 installation directory.

Hi - Also looking for support for 4.24 or tips on how to compile source.

Hi Guys, I’ve compiled a 4.24 version of the plugin from (https://.com//)

You can get the zipped files for the compiled version here: https://www.dropbox.com/s/4ramne28ce…_4_24.zip?dl=0

Extract the zip file to the engine plugin folder, e.g. C:\Program Files\Epic Games\UE_4.24\Engine\Plugins

I had to change a few header file paths from ParcelRots code to get it to compile. Source included in zip file.

Enjoy!

Any reason you didn’t compile Morasz version instead?

-SpaceMouse

That version does not require any drivers, and at least the next to last version of it, didn’t require it to be disabled when you package a build (although I think that sadly changed).

I used ParcelRots version simply because it’s the one I’ve used for several versions. I’ve never tried 's version.

I tried to package with the plugin enabled and it failed (unlike previous versions).
I looked at the plugins .uplugin file and noticed plugins type was specified as “Runtime” when previously it was “Editor”.
I changed the type from “Runtime” to “Editor” and tested with a new Blueprint project and C++ project and both packaged Ok (Windows 64bit) without disabling the plugin…

I’ve uploaded a new version with the change here

I’ll play around with 's version later when I have a little spare time.

HTH

*** Edit ***** Sorry Guys I forgot to move the plugin to my project when trying to package (was placing the plugin in the engine plugins folder only)
C++ projects do package with with the plugin placed in your projects plugins folder even with the plugins type set to “Runtime”.
Unfortunately Blueprint projects won’t package when the plugin type is “Runtime” unless you add a c++ class, but then it’s no longer a blueprint project and you will need a compiler :frowning:

Hi Guys, I’ve managed to compile a 4.24 version of Morasz plugin.

Mixed results for packaging when enabled with this one, even though I changed the plugin type from “Runtime” to “Editor”.

Will package for Blueprint project when enabled.
Won’t package for C++ project when enabled.

I’ve uploaded the zipped plugin here

I will look at the packaging logs and try to reconfigure for packaging C++ projects with the plugin enabled if I can find time.

Also getting a toast message when opening a project with this: “Project is out of date. Would you like to update” with the options “Not now” and “Update”.
Don’t know why I’m getting the message but “not now” or “update” works for me, and my SpaceNavigator seems to work fine in the viewport with a quick test.

That’s very well done, thank you for your effort! It’s very much appreciated!

You’re welcome!

When I installed 4.24 I just had to get this working, because using the editor without my SpaceNavigator was like having one arm tied behind my back :wink:

*** Edit *** I was just thinking about your comment about 's plugin not requiring drivers. Just do make clear, with the plugin type set to “Editor” your 3DConnexion device will only be usable in the editor.

I’m going to try to get the plugin to package for use at runtime, again, when time permits.

That’s the reason why there are 3 modules. So a separate module can be used for the Editor and another one for the game run-time and blueprints. Meanwhile during my current long running and all-time consuming project I’ve learnt why this was not packaging, will fix that soon*. Also I want to set up a build server too so I can publish this plugin easier for multiple engine versions. I might be able to do that this weekend and then this plugin finally can be properly distributed.

  • the problem is since I’ve realized that I’m depending on an Editor module (UnrealEd), which of course is not included in packaged releases, so it won’t compile. I will fix *.build.cs files so they only depending on editor modules when they’re actually built for Editor, and I will also wrap Editor specific code inside WITH_EDITOR macros. I guess that was also the problem with actually packaging the plugin for Marketplace too. We’ll see.

-SpaceMouse/releases/latest

Rejoice, finally fixed the packaging issue (according to my testing, it can still fail I guess) and also compiled for 4.24. Older engine versions and 4.25 are coming monday or tuesday. Marketplace release is still uncertain as apparently how my involvement with this shown, I might not have the time to properly maintain this plugin alone, with the crazy update cycle UE4 has, but youknow it’s open-source and all so anyone are welcome to submit pull-requests :wink:

-SpaceMouse/releases/latest

Now compiled for multiple engine versions, including 4.25, finally

Hi, I just installed this plugin with version 4.24.3 (it works fine) but I noticed that the F key for focusing in the viewport is not working. Has anyone experienced a similar behavior? As soon as a disable the plugin it works again.

BTW: I didn’t installed the SpaceMouse drivers. Just using those that are automatically installed by Windows 10
Thanks.