Releases: microdee/OpenUnrealSpaceMouse
2.0.1
2.0
- Modernized source code refactored the entire plugin to be very modular
- License changed to MPL instead of MIT
- Devices are discovered during runtime, no need to restart the editor for connecting a device.
- SpaceMouse Enterprise has all its buttons working.
2.0.1
- Set default 3DxWare profiles for Unreal (and packaged applications) which no longer has mouse-wheel emulations and button bindings
- This fixes the ancient "bug" of "camera is jumping forward/backward"
- Camera rotation speed in CameraDelta modes are dependent on the Viewport FoV
Download the archive specific to your Unreal version (...-UE.5.6.1 for example) and extract all plugins in there to one of the following places
<project>/Pluginsif you want to use this plugin only in one project<unreal>/Engine/Plugins/Marketplaceif you want to use this plugin in all of your Unreal projects (of that version)- NOTE: it is important to extract the plugins in the
Marketplacesubfolder if you choose to install it into the engine. (see forum post)
- NOTE: it is important to extract the plugins in the
OpenUnrealSpaceMouse now depends on MCRO which is included in the archive. Unless you plan to use OpenUnrealSpaceMouse via C++, this shouldn't be a concern. If you do however check the FAQ.
1.3.1
- 1.3.0
- Space-mice can navigate now visual DSL graphs in the editor (Blueprints, Materials, Niagara, etc.) (PR by litruv)
- 1.3.1
- Fix plugin platform filtering
Download the archive specific to your Unreal version (...-UE.5.6.1 for example) and extract all plugins in there to one of the following places
<project>/Pluginsif you want to use this plugin only in one project<unreal>/Engine/Plugins/Marketplaceif you want to use this plugin in all of your Unreal projects (of that version)- NOTE: it is important to extract the plugins in the
Marketplacesubfolder if you choose to install it into the engine. (see forum post)
- NOTE: it is important to extract the plugins in the
1.3.0
- Space-mice can navigate now visual DSL graphs in the editor (Blueprints, Materials, Niagara, etc.) (PR by litruv)
Download the archive specific to your Unreal version (...-UE.5.6.1 for example) and extract all plugins in there to one of the following places
<project>/Pluginsif you want to use this plugin only in one project<unreal>/Engine/Plugins/Marketplaceif you want to use this plugin in all of your Unreal projects (of that version)- NOTE: it is important to extract the plugins in the
Marketplacesubfolder if you choose to install it into the engine. (see forum post)
- NOTE: it is important to extract the plugins in the
2.0.0-β
Complete rewrite and architecture redesign. This is pre-release only, for early testing.
Download the archive specific to your Unreal version (...-UE.5.6.1 for example) and extract all plugins in there to one of the following places
<project>/Pluginsif you want to use this plugin only in one project<unreal>/Engine/Plugins/Marketplaceif you want to use this plugin in all of your Unreal projects (of that version)- NOTE: it is important to extract the plugins in the
Marketplacesubfolder if you choose to install it into the engine. (see forum post)
- NOTE: it is important to extract the plugins in the
OpenUnrealSpaceMouse now depends on MCRO which is included in the archive. Unless you plan to use OpenUnrealSpaceMouse via C++, this shouldn't be a concern. If you do however check the FAQ.
1.2.9
Maintenance release addressing plugin packaging issues happening after UE 5.2+
Full Changelog: 1.2.8...1.2.9
1.2.8
Maintenance release addressing Modules cannot be loaded issues.
What's Changed
- Add Linux to the list of supported platforms by @eotsn in #92
New Contributors
- @eotsn made their first contribution in #92
Full Changelog: 1.2.6...1.2.8
NOTE: UE 5.3 fails with plugin packaging, it's a simple compile error. Next release will have it.
1.2.6
This is just a maintenance release, nothing user-facing has changed
Extract the appropriate *-PreBuilt.zip archive for your engine version to your engine plugins folder /Engine/Plugins/(maybe Marketplace)
Full Changelog: 1.2.5...1.2.6
1.2.5
1.2.4
1.1.5
- + Option to control the Pivot visualization while orbiting.
Extract the appropriate *-PreBuilt.zip archive for your engine version to your engine plugins folder /Engine/Plugins/(maybe Marketplace)
Precompiled only for Windows 64 bit. For Linux and MacOS you'd need to compile yourself, please refer to Epic's documentation regarding C++ projects and plugin compilation with them. Also those are untested platforms, and they might not even compile.