If you only want to use it in your project then you can just submodule https://github.com/microdee/UE4-SpaceMouse.git into the project Plugins
folder then ignore the rest of this guide.
If you'd like to develop it or make an Engine plugin for older versions of Unreal, carry on reading:
SpaceMouse for Unreal Engine uses Nuke with Nuke.Unreal to automate build tasks and chores usually associated with developing an Unreal project.
Just run build.cmd
without arguments. If it complains about missing .NET 5 then install .NET 5 SDK too.
If you need to develop for a different Unreal Engine version than the default, execute
> .\build.cmd --target Checkout --unreal-version 4.25
If you have Nuke installed as a global dotnet tool you can avoid --target
and execute the command from any subfolder:
> nuke Checkout --unreal-version 4.25
> .\build.cmd --target MakeRelease --unreal-version 4.26.1 --no-logo
If you have Nuke installed as a global dotnet tool you can avoid --target
and execute the command from any subfolder:
> nuke MakeRelease --unreal-version 4.26.1 --no-logo
To prepare a marketplace compliant release add --for-marketplace
argument.
Resulting archives are placed in /.deploy
folder by default.
Using a custom instance of Unreal Engine maybe built from source:
nuke MakeRelease --custom-engine-path C:\Path\To\MyCustomEngine
or if you want to make that permanent you can edit the Build
class in /Nuke.Targets/Build.cs
by adding
public override AbsolutePath CustomEnginePath { get; set; } = RootDirectory.Parent / "MyCustomEngine"