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Support for Space Navigator 3D Mouse?

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    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: https://github.com/microdee/UE4-Spac...ster/README.md which is btw on the front page of the repository too. See above for orbitting.

    Chaplain TIG 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 github sponsor page for the plugin.

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

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        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...

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          Space Navigator user here and I would also appreciate UE4 support.
          check my blog - cybereality.com

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            David,

            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:
            Click image for larger version

Name:	Capture.PNG
Views:	196
Size:	37.3 KB
ID:	1841570


            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

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              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.!

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

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                  Version 1.1 is released with correct 4.26 binaries. Also it's now awaiting approval in the Marketplace
                  https://github.com/microdee/UE4-Spac...ster/README.md

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                    Thanks David. 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.

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                      After all this time finally this thing is on the marketplace: https://www.unrealengine.com/marketp...-unreal-engine
                      I'm also planning to spend more time on it after mid-January, including making this plugin work on MacOS and Linux

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                        and now that I released my thing 3DConnexion also did it in parallel https://17osrg460vnh32txvs1x75a9-wpe...20201215-1.pdf

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                          Originally posted by David Morasz View Post
                          and now that I released my thing 3DConnexion also did it in parallel https://17osrg460vnh32txvs1x75a9-wpe...20201215-1.pdf
                          Oh man! LOL! And they finally have ZBrush support too, after a decade of feature requests. Wow.

                          Comment


                            Originally posted by David Morasz View Post
                            and now that I released my thing 3DConnexion also did it in parallel https://17osrg460vnh32txvs1x75a9-wpe...20201215-1.pdf
                            Well, 3DConnexion did a **** 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/viewto...p?f=25&t=39946

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                              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 : https://github.com/microdee/UE4-Spac...ases/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

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