Support for Space Navigator 3D Mouse?

Hi All,
Need space mouse working can not deal with this alt mouse combo stuff… What is the status of this plugin. Can someone link the latest and 123 on how to install. for 4.25? Also who ever made this you have donation coming if this can work. Would like to support. The file from the link on the last page says wrong version for 4.25. Do i set the controls axis in ue4 or in the 3dconnexxion application?
Thank you!

Thanks [USER=“3283880”] Morasz[/USER] this is great - excellent work! Would be cool if it also worked to pan and zoom in ortho viewports at some point.

Thank you, for the development of this plugin! Really needed. I have been testing it: I use 3Dxware version 10.6.8.3210. Is it correct to say that the 3dconnexion properties won’t affect speed or response inside Unreal? I have also noted 3dconnexion properties is no longer responding to other applications. I am trying to find out this is due to the use of your plugin or it’s due to the newest driver.
I tell you this because everytime I left click the spacemouse inside Unreal Engine and tweak any propertie, I go back to unreal and “Translation speed” gets slower and slower,… I use U 4.25.1
Cheers,

Hi! You’re welcome! This plugin reads HID device directly, bypassing 3DxWare, so 3DConnexion software will not know about UE4, and therefore UE4 will not read any properties from 3DxWare configuration. All settings are configured in the Editor Settings window in UE4. The camera speed is also affected by the Camera Speed slider in the editor viewport. This speed can be modified with the buttons on your device, it can be configured again in the Editor Settings window, under SpaceMouse section.

This plugin should serve you well already. if it’s complaining about wrong version for UE 4.25 then it might be necessary to recompile for newer revisions (I last compiled it with 4.25.0 and now 4.25.1 came out already) I will look into it. You set axis settings in UE4, as mentioned before this plugin doesn’t care about 3DxWare.

Hola, much appreciate the great plugin. I have a question: is there a way to keep the horizon level? This is a setting in a Unity spacemouse controller and I find a huge productivity enhancer. Not locking z-up, but rather keeping the horizon line horizontal in the viewport regardless of yaw. I tried locking roll but if you pitch and then yaw you get roll :slight_smile: Locking yaw to go around the world vertical access might do it but haven’t though it through in detail.

Regardless thank you very much!! This is a great plugin!

I second that. It Is very handy. 3ds MAX also behaves this way with 3dconnexion.
Thanks for your support, .

Thanks. However, I must say, if I accidently press any of the spacemouse buttons and call the 3dconnexion preference window, I get the spacemouse sensitivity all messed up (kind of multiplied by 0.001 or something).

I’m in UE 4.25, the Download the latest release link appears down, thanks for advising. I tried moving the SpaceNav plugins folder that worked with 4.19 to 4.25 project folder/plugins folder, but nada. Many thanks for you help, miss my SpaceMouse big time.

https://forums.unrealengine.com/core/create-content/text/

Good news finally I had some time and incentive to package the plugin correctly. I refactored many things, including separating out the HID reading part into its own plugin (in case I want to use HIDAPI in other C++ code with UE4, this was necessary) and I found a way to finally really get rid of the “missing precompiled manifest” error when the plugin is put into the engine plugins folder. As a result though, the size of the download will be drastically larger. Update is coming soon.

So here you go, not too many new features but it’s now properly packaged, and shouldn’t fail while you’re packaging:
-SpaceMouse/releases/latest

Next version will be 1.0 and that’s going to contain horizon locking, orbiting mode, arbitrary keyboard shortcut mapping to the SpaceMouse buttons and a release on the marketplace (after a year of delay)

, thank you so very much for this, it’s back in 4.25, am confident I speak for others when describing the moment I’m in the Editor and touch the Space Mouse, seeing the scene respond. This mighty thorn removed! Why any developer, or any gamer for that matter, would prefer fingering keys and sliding a mouse to effect jerky changes in perspective, when the brain works hard enough to remain spatially connected in a 2D display to mentally unfold a 3D world, I’ll never understand that. Thank you, and thank you again!

Under Edit menu> Editor Preferences> SpaceMouse> General> Rotation>Roll Axis Map> set Y to 0.0 from -1.0, but only do this with the camera level to horizon to begin with. If you’ve lost that, drag a plane into the scene, RMB plane> Snap view to object. Love that all this control is now here, no having to add axis mappings in project settings.

I need to partially retract my previous response to mmaclaurin and call attention to a bug – changing the Y rot value from -1.0 to 0.0 (Editor prefs, SpaceMouse) does lock camera to horizon, kind of. if you only rotate on the Z, camera remains stable, but typically you also introduce some amount of simultaneous rotation on the X and the Z, which then cumulatively affects a change to Y, the roll we’re obviously trying to avoid. In the attached State_1.jpg you see a plane object level to world. With that plane selected I RMB’d Snap view to object and backed up to bring the plane into view, perspective remains level to world. In State_3.jpg the following conditions apply; Editor prefs, rot Y set to 0.0, from State_1 I simply flew around a few times wackadoodle and returned to the plane> selected the plane> RMB Snap object to view> backed the camera up to produce the perspective for State_3, note the Rot values on the plane and the rolled perspective. I tested for repeatability, toggling the Rot Y value between 0.0 and -1.0, quitting UE4, restarting, behavior was consistent. Thank you, Dave, if you have the bandwidth to test on your end. Might there be some other cause for this behavior falling outside what the plugin contributes?

Addendum: I’m experiencing instability, SpaceMouse becomes unresponsive if I leave UE4 open but not using it or while switching to second computer. Restarting UE4 brings it back. Anybody else encountering that?

“Locking the horizon” will need different camera manipulation what currently we have, it won’t be solved by just nullifying spacemouse axes. Currently the rotation of spacemouse is applied to the camera in the space of the current camera view, I prefer this usage for its freedom. for “horizon locking” yaw should be applied in world space, pitch in current camera space and roll should be ignored. It’s coming at some point.

-Spac…ases/tag/1.0.0
1.0 release people!
With bunch of new goodies and requested features. Check out the release notes!
Also finally after a year of delay, this version will land on Marketplace soon as well, and you’ll be able to optionally buy it there for the convenience and supporting my work. Please test it and report bugs!

2 Likes

Thank you so much for this! It’s brilliant. I’m happy to pay for this if it ends up as such on the marketplace.

A few requests for the list -

  • axis + button data available as input controls (axis & action) so we can use this in game / PIE. I frequently use the default fly pawn during development but need to go into PIE to test functionality. I’d love to not have to switch to mouse at this point.

  • Blueprint navigation! Axis mappings to blueprint canvas navigation. Pan and zoom

  • Menu scroll. By default the 3dx ware assigns one of the axis to scroll wheel in UE and this is really useful for scrolling menus like the details panel. If the Blueprint canvas navigation is difficult then as a half way measure it would also benefit from scroll wheel emulation for zoom

Thanks again!

Proper input mappings would be indeed handy, but while waiting for that you can already use the GetSpaceMouseData blueprint function to use it in your game however you’d like. It’s used in the test project as well in the repo. You can control a physics pawn like a Descent spaceship

I thought about the general UI interaction too (Graph navigation / scrolling), Blender does that natively as well and can be handy. I can’t say when I will have the incentive to implement it though, I have some more useful plugins cooking, not related to SpaceMice :wink:

OK ,great to know about GetSpaceMouseData, and to reminisce about Descent!

I’ll see if I can build up the courage to try implementing graph & Ui navigation. Did you come across anything in the api that looked useful in this area?

I’m all in for buying it, and this is the single feature I’ve been wanting for ages, +1

I will definitely buy this on the marketplace to support your work! This is a godsend for navigating in Unreal.