Hello! I really enjoy using your Space Mouse Wireless and I’m happy to work with it in Unreal Engine, but since version 5.4 I keep having the same issue: when I try to work with the camera or adjust its settings, these settings are not saved and I have to click the mouse for the Space Mouse to work. As soon as I do anything with your device, the camera selection is immediately lost. This makes work very inconvenient. If I disable your plugin, the problem disappears. I have updated both the plugin and the device drivers through all versions up to 5.6 and was hoping the issue would be fixed in the latest version, but it’s still there.
My setup: Unreal Engine 5.6, plugin update 06/07/2025, device driver 3DxWare 10.9.5.693, WinCore 17.9.5.21635, device receiver 1.06, SM 5.04 / PID Z5023464134.
Windows system.
Unreal Engine 5.6 camera problem.
Moderator: Moderators
Re: Unreal Engine 5.6 camera problem.
Hi ytka88,
Thank you for your post.
Can you tell something more what settings do you mean?
The camera details shown on the picture?
Thank you for your post.
Can you tell something more what settings do you mean?
The camera details shown on the picture?
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- camera settings.png (48.56 KiB) Viewed 2152 times
Re: Unreal Engine 5.6 camera problem.
Yes, there may be a selection issue on other objects too, but I've only noticed it when working with the camera. If you have the viewport from "camera" active, you can't use SpaceMouse and even if you don't, but use the mouse, the settings you change in the camera are not saved and the selection is canceled. I can record a video, but I've handled it a few times already.
Re: Unreal Engine 5.6 camera problem.
Hello! I have been waiting for this bug to be fixed for more than two years now. During this time, I have changed two computers, so the issue is clearly not related to my hardware.
I would have bought another device long ago and forgotten about yours, but there is no real alternative. You made a very convenient device, and it is genuinely pleasant to use.
By email, you keep replying that you are working on a solution, but I am honestly afraid I may not live long enough to see the final patch.
The problem occurs when the viewport is switched to the camera view. Some kind of movement lock is triggered immediately, and any settings stop being saved while the camera is selected.
I would have bought another device long ago and forgotten about yours, but there is no real alternative. You made a very convenient device, and it is genuinely pleasant to use.
By email, you keep replying that you are working on a solution, but I am honestly afraid I may not live long enough to see the final patch.
The problem occurs when the viewport is switched to the camera view. Some kind of movement lock is triggered immediately, and any settings stop being saved while the camera is selected.
Re: Unreal Engine 5.6 camera problem.
Unfortunately, I never received any response from support. The moderator has also not approved my reply for the past two days. However, I do have some good news.
I managed to identify the issue on my own, without any assistance. It’s disappointing to realize that I wasn’t able to use the device for two years simply because this case was unfamiliar and not recognized on your side.
In Unreal Engine — I’m not sure from which exact version it started, but it is definitely present in versions 5.7 and 5.4 — there is a specific issue: if the Outliner and Details panels are placed on a second monitor, hotkeys stop working correctly when selecting objects.
It appears that your device relies on these same inputs. As a result:
If the Outliner is moved back to the main monitor, the camera starts responding again.
If the Details panel is moved to the main monitor, settings stop resetting and are saved correctly.
This turned out to be the root cause of the issue I had been trying to solve for the past two years.
I managed to identify the issue on my own, without any assistance. It’s disappointing to realize that I wasn’t able to use the device for two years simply because this case was unfamiliar and not recognized on your side.
In Unreal Engine — I’m not sure from which exact version it started, but it is definitely present in versions 5.7 and 5.4 — there is a specific issue: if the Outliner and Details panels are placed on a second monitor, hotkeys stop working correctly when selecting objects.
It appears that your device relies on these same inputs. As a result:
If the Outliner is moved back to the main monitor, the camera starts responding again.
If the Details panel is moved to the main monitor, settings stop resetting and are saved correctly.
This turned out to be the root cause of the issue I had been trying to solve for the past two years.
