Support for Space Navigator 3D Mouse?

Am I right in thinking that the plugin doesn’t come with buttons predefined to logical options? Like the Top/Right/Front buttons already linked to the editor options for top/right/front?
And doesn’t the 3Dconnection software interfere with this plugin (or the other way round within the UnrealEditor)?

Already tried the 1.0 plugin and for navigating it already did wonders for me as I always had big trouble with using the mouse with ctrl,alt for navigating. But I still have to get used to the sensitivity, just started using the whole Spacemouse since yesterday (and only for about an hour), bought it specifically due to this plugin working with UnrealEditor (as the original 3Dconnexion still doesn’t, which is actually weird as UnrealEditor is used more and more in the industry).
Thank you for the hard work on the plugin, and even providing the source…

<edit>
Hmm… The custom keyboardmapping can do with a lot of improvement:

  • Naming a ‘slot’, now it’s just slot 0,1,2,etc.
  • Connect to functions (like ‘Front view’) rather than having to set the shortcut, but I guess this is due to the way the plugin works, emulating events.
  • Having the Space Mouse ID being labeled, rather than 1,2 etc.

At least the slot naming would make it a big improvement.
BUT, at the moment it does what it needs to do and you’re able to use it, but for future incarnations of the plugin there certainly are some improvements to user experience of the settings :wink:

Hey , any eta on when you’ll have it up on the marketplace?
Really want to support you. Thanks :slight_smile:

Thank you for this amazing plugin, makes a night and day difference in using Unreal. Looking forward to it hitting the Marketplace.

One question, is there a way to “lock” the selected object near the center of the screen?.. Right now with "Orbitting camera mode selected, it’s a bit hard to keep the orbited object from moving outside the center of the screen, compared to say, Maya or Blender. Thanks again!

Is there a way to configure the plugin in the editor? Or do we need to edit the source and rebuild it? I really need to disable roll input if I hope to use this.

On the topic of orbiting, I wouldn’t mind if it orbited around the pivot of whatever object was selected, and was free-flight if nothing was selected.

@santokki yep I had the same idea, but then it is more painful than necessary to get the selected object so I ended up with tracing lines and using the first surface, which would also give me an actor so “why am I not using that” which brings me to my next point: using selected/closest actor’s location is pointless or even more confusing when you have large objects, if for example you have a huge landscape and you need to focus on a tiny bit of it then its actor location would give a completely meaningless center point for the orbitting pivot.

@Antidamage please read the manual: -SpaceMouse/blob/master/README.md which is btw on the front page of the repository too. See above for orbitting.

[USER=“3966856”]Chaplain TIG[/USER] thanks for the support! At the moment I struggle with finding time to create all the fluff for the Marketplace submission and I’m not sure even that Epic allows the kind of plugin dependency I’m doing (Separated HID management into its own plugin, so I could use it in my other projects for other devices). It’s not as simple as uploading zip files when I checked, they are compiling code plugins themselves, and when it comes to Epic, they’re usually very opinionated about anything what is not a simple-as-a-rock bog standard scenario. On paper your plugin can very well depend on other plugins, and in a healthy programming ecosystem that’s encouraged to the extreme (think of javascript or python where hundreds of third-party dependencies/libraries are not uncommon) but it’s discouraged, and not supported by Epic and their automation tools because imo pure ignorant laziness.
Rant aside I will maybe set up an itch.io profile instead or properly make a sponsor page for the plugin.

Getting the selected object is really easy now, check out how Editor Utility Widgets do it (under Scouting.)

Will you be able to compile for 4.26 soon by chance? Also it would be awesome to have just a simple reverse checkbox with xyz rpy options… I often times when close use push and pull tilt one way but then when zoomed out a bit tend to default to “airplane” mode as it were… I.e camera space vs local space… would be nice to have an easier way than to keep having to do -1.0 / 1.0 in each of the axis settings…

Space Navigator user here and I would also appreciate UE4 support.

,

Thanks for the excellent space mouse plug-in!. I will be more than happy to buy it for every member of our team when you get it on the marketplace. It really increases ease of navigation and productivity.

I am using UE 4.26 and get this message unless I place the two directories in the project folder:
Capture.PNG

Also the custom key mappings does not seem to work. I tried to set button 1 to key F, for fast asset centering, and does not seem to work. I am using the basic 2-button 3D mouse.
Thanks again

I just noticed that the space mouse button ID check box keeps appearing on restart, which turns of the button mapping until unchecked.
Otherwise working great! Let us know when it is in marketplace and I will be more than happy to pay for this plug in.!

Hello, you probably already know it but 1.0.1 doesn’t work will 4.26.0. i get this

Version 1.1 is released with correct 4.26 binaries. Also it’s now awaiting approval in the Marketplace
-SpaceMouse/blob/master/README.md

Thanks . Let us know when it hits the marketplace. I will buy it for each or our developers. If you are looking for a remote software developer job in C++ /UE4. drop me a line at barry@instantinteractive.io we are doing some very interesting work.

After all this time finally this thing is on the marketplace: SpaceMouse for Unreal Engine in Code Plugins - UE Marketplace
I’m also planning to spend more time on it after mid-January, including making this plugin work on MacOS and Linux

and now that I released my thing 3DConnexion also did it in parallel https://17osrg460vnh32txvs1x75a9-wpengine.netdna-ssl.com/uk/wp-content/uploads/sites/1/2020/12/Release_Notes-Windows-20201215-1.pdf :frowning:

Oh man! LOL! And they finally have ZBrush support too, after a decade of feature requests. Wow.

Well, 3DConnexion did a crap job of it, like companies with long time monopolies often do, and you can’t even launch Unreal 4.26 now with that driver version installed, so…

https://forum.3dconnexion.com/viewtopic.php?f=25&t=39946

Hello,

I have solved the problem you can’t lauch Unreal 4.26.

go in the unreal 4.26 instal folder, /engine/plugins/

You must have a 3dconnexion folder, open it and delete all the files

download here the plugin : -SpaceMouse/releases/tag/1.1.1 ,the version you need, the best is the prebuild version.

I have create a sub folder named MouseNavigator in the UE_4.26/Engine/Plugins/3dconnexion

So you have : UE_4.26/Engine/Plugins/3dconnexion/MouseNavigator

unzip de downloaded file in the sub folder you have created

and it will work very well, you just have to activate the plugin in the UE4.26

Thanks to all

Hello @Lilukaa

Do you also have problem with disabling “Run-Time”? I tried working without it but everytime I touch the spacemouse axis, it turns on. Very annoying. Also, the Menu and Fit buttons always change the camera speed.

not going though the BS required every update, becoming a waste of my time needing to troubleshoot basic functions every update…