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    So here you go, not too many new features but it's now properly packaged, and shouldn't fail while you're packaging:
    https://github.com/microdee/UE4-Spac...eleases/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)

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      David, 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!

      Comment


        Originally posted by mmaclaurin View Post
        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 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!
        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.

        Comment


          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?
          Attached Files
          Last edited by BenjvC; 09-04-2020, 07:42 PM.

          Comment


            "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.

            Comment


              https://github.com/microdee/UE4-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!

              Comment


                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!

                Comment


                  Originally posted by mrboni View Post
                  - 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.
                  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 Github 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
                  Last edited by David Morasz; 09-15-2020, 12:40 PM.

                  Comment


                    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?

                    Comment


                      Originally posted by mrboni View Post
                      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 -

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

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

                      Comment


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

                        Comment


                          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
                          Last edited by Andrew Jakobs; 09-26-2020, 02:39 PM.

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