Known issue, I have vague idea why that might happen, although I thought it shouldn’t, investigating
-SpaceMouse/releases/latest
Now target engine versions are correct and subsequent UE4 releases now will be more easily supported.
-SpaceMouse/releases/latest
Fixed Focus function in editor (F key) (@Marcelo Blant), spacemice now also work during Piloting and added ability to learn button mappings
Unfortunately, I got the following when I tried the 4.25 download for the 0.8.1 release (preview 6):
(I only copied the contents into the engine/plugins folder so I hope I didn’t miss a step…)
@eobet please try this: -SpaceMouse/releases/download/0.8.1/SpaceMouse-0.8.1-UE_4.25.preview6.7z
Apparently earlier preview plugin binaries for 4.25 were not compatible with current one (preview 6). Following UE4-SpaceMouse versions will be only compatible with preview 6+ of UE 4.25, until proper release of 4.25 at which point previews won’t be supported I guess
@microdee Im getting:
***The following modules are missing or built with a different engine version:
SpaceMouse
Would you like to rebuild them now?***
On version 4.24
Not sure what this means or how to fix, but clicking okay does nothing and closes launch.
if you have UE 4.24 did you download the archive for that engine version from releases?
Yeah, this: SpaceMouse-0.8.1-UE_4.24.7z ?
However I think the version is modified. Will have to test on my personal version too.
New to this forum and the UE software suite. I am very tech savvy and have not spent more than 5 minutes researching this thread-
These engine binaries are scripted for the UE engine as I understand it, can they be adapted to work in Twinmotions latest build. I know that Twinmotion uses the UE engine but doesn’t need the engine to be installed separate from Twinmotion which must be running an independent version of the UE engine.(assuming a lot here).
Assuming(again) that this isn’t a straight forward adaptation. Any info is appreciated, hello community, and thank you.
yes
@Renarabbitt1: afaik Twinmotion is a regular application built with UE4, as such you cannot modify which plugins it loads, unless of course if you have access to its source code. Also UE4 plugins are much more intimately integrated into your projects, they act like rather a unit of code which then gets compiled with your project, not at all just a standalone DLL which you can just put into any UE4 built application and expect it to work. Same goes for the SpaceMouse plugin.
with the updated build, is it possible to control a cine camera yet? I love using the space mouse for Unreal but as soon as I make a sequence level and activate the camera I have to go back to the clunky old navigation keys/mouse
Yes, I’ve just tested it, with latest release (0.8.1) Piloting objects work, including CineCameras, in the Cinematic Viewport as well. So you can use space mice for setting camera transformation keyframes. Hmmm this gave me an idea, one can maybe record camera movement from space mice into a sequence.
Hah, recording camera movement can be already done without any need to write code for it, using the Sequence Recorder tool, and piloting the target camera with the space mouse
hi [USER=“3283880”] Morasz[/USER] , thank you so much, great plugin!!!
can i suggest a new icon?
https://forums.unrealengine.com/filedata/fetch?filedataid=190532&type=thumb&attachmentnodeid=
Thanks! I will use it then
Sorry to bring this up again, but I still get this in 4.25 when I try to package the game and I can’t even find a build.cs file… (also, personally, zero interest in plugin support in the packaged build… I just want to be able to package it).
@eobet I was erroneously only tested it when the plugin was sitting in the Project plugins folder, when I was packaging the Test project, which also uses the runtime module, I didn’t meet with this error. I could however reproduce it when the plugin was sitting in Engine plugins folder. It’s a known thing, and I will try to eliminate it once I’ll have some dedicated time for it again.
Thats great news about the control of cine cameras , will be a great addition especially with seq recorder, just about to try a build for 4.25, cheers
grabbed the 4.25 archive, worked a treat, great job
Got my SpaceMouse working with UE 4.25 - so satisfying! I would gladly pay for this plugin. One question: are there any plans to add in-game control axis mapping capability?
Thanks!
@JediMaster108 There are no proper axis mappings yet, but there’s the runtime module which provides a BP node to get the unified data of all connected space mice