Support for Space Navigator 3D Mouse?

That’s true. It is very productive :slight_smile: I waited about one year for this plugin :slight_smile: many thanks :slight_smile:

It’s great indeed, use it all the time :slight_smile:

Can you please help me, i didn´t get it to work.
In the zip-file is a .uplugin. Where to put this file? In hte Space-Navigator installation folder? I can´t find a special plugin-folder.
And in the Resources-Folder is a Icon128.png. The only Icon128.png Icons i found in deeper folders like this:
C:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Plugins\Developer\VisualStudioSourceCodeAccess\Resources

I´m very sorry to ask this stupid questions but i didn´t get it. Can someone write a step-by-step installation guide? :slight_smile:

Try unzipping in in D:\Unreal Engine 4\4.10\Engine\Plugins (whatever directory you have the engine installed).

Or rather the .uplugin should be in D:\Unreal Engine 4\4.10\Engine\Plugins\

Hello,
Thanks for the plugin, it works perfectly, but because I’m not a experienced programmer, I wish if you could put some programming examples with blueprints…is there any nodes for blueprint programming? I don’t see anything in blueprint screen in the input category or anything else
Another useful functions were the possibility to transform the object selected (rotate ,) directly with spacenavigator in the viewport, I can’t do it without mouse

66unreal99, there is no blueprint support in this plugin - it only passes axis inputs to the editor and game engine. Also, object transforms are not supported - this requires support in the Unreal Editor - a plugin alone cannot add this feature, unfortunately.

Source code is provided on if you wish to add blueprint support - I haven’t found time to add it, as I’m still slowly learning the Unreal Engine features. :slight_smile:

What’s the process for rebuilding this plugin (or others I suppose) for different engine versions? Trying to use this but unfortunately still knocking around in 4.9.2, and can’t figure out the method for rebuilding the plugin for a separate engine version.

Sorry for late reply.
Finally it worked! Thank you all so much for making this. :slight_smile: I´m so happy.

Ouch. Guess I won’t worry so much about the hoops one is required to jump through to even get their SDK.

Real shame, though. And worse, it sounds like even if it were available it wouldn’t be accessible in a shipped product (for example, through the normal axis binding)? Guess it won’t be available until someone figures out a way to hack something together that mimics it in some form UE already understands (mimicking a gamepad, for example). :confused:

Wow it’s coming close to two years of waiting now. I guess it does sound difficult to implement though.

Umm, did you read the last couple of posts? That’s exactly what has done.

That’s great! I hope it helps all of you to become more productive.

Hello,

First I want to Thanks for his amazing works.

Secondly I already send a message to , but I still can’t handle my problem.

When I try to compile, I got an error saying that \4.10\Engine\Plugins\Binaries\Win64\UE4-.lib’ can’t be opened (when I check the folder there’s no such file).

So here is what I have for the moment :

In \4.10\Engine\Source\ThirdParty\3DxWare\ :

  • (Folder) Lib
  • (Folder) Inc
  • (File) 3DxWare.Build.cs (with the code of the page 3 post #96)

And in \4.10\Engine\Plugins\

  • (Folder) (from https://.com//)

Thanks you for your help :wink:

edit : I get it work and can build a app with it.

First problem, the path was to long. (So I moved my project folder to the root of my harddrive)
Second problem, you have to change the code from .Build.cs to not have the same global variable or Delete the folder from \4.10\Engine\Plugins\ and put it only on the plugins folder of your project.

Is there a way to make it work on Mac?

Good question - someone with OS X would need to get the 3DxWare SDK for OSX and see if they can make it work, I guess.

Fantastic work. Thanks for all your hard work.

4.10.2 works great.

Could anyone tell me how to install the on 4.11?

Thanks very much.

Would there be any chance that someone could make a short video demonstrating the plugin being used in the editor?

I’m planning on purchasing a 3DConnexion device but it would be great to see how smooth the integration is with UE4 before placing the order.

And thank you for your effort, I was really excited to see someone step up and create a solution for the problem.

Hello All,

I just picked up a 3DConnexion SpaceExplorer and I’m trying to get it working in UE 4.10.2. I have downloaded 's zip file from https://.com//, followed the instructions from Gigantoad above, re: which folder. The zip file unzips as a folder named -master; I renamed the folder to simply :

C:\Program Files (x86)\Epic Games\4.10\Engine\Plugins\

Within this path in .uplugin, as well as a README, a Resources folder, and a Source folder. I think this is all correct.

When I first launched UE4 after this setup work, apparently the plugin was not enabled, so I enabled it via Edit -> Plugins -> Input. I am prompted to restart UE, which I do, and then on restart I get the following message: “Missing or incompatible modules in plugin - would you like to disable it? You will no longer be able to open any assets created using it.”

SpaceNav3D_uplugin_error.PNG

I’m running UE4.10.2 under Windows 10. If there are any other specs relevant to troubleshooting this, I’ll post 'em up. Any ideas on what I might be doing wrong?

Thanks

I got it working - big shout-out to MHVIZ for pointing me to the dropbox location for this. Somehow that had escaped my notice. I’m guesssing that the version is for compiling, and I’m not really set up for that right now, though I’ll need to if I want to handle the dead zone problem mentioned up-thread.

, thank you for your efforts on this; your plugin will enable a much better workflow experience in UE4 for SpaceMouse users. Can’t wait to try it without the huge dead zone.

I think it would need to be compiled ( source code for the plugi) for 4.11, which also means you will need to build 4.11 from source code too. Yeah, it’s painful.