Tilt Vector values on Android seem to be upside down
I'm having trouble getting the tilt function to work with my Android phone. It seems that the tilt values are upside down because when I hold the phone flat on the table with the screen up, the tilt values snap from values like x=-3,y=0,z=-3 to z=3,y=0,z=3. When I hold the phone up with the screen facing down, the values are much closer to 0 all round.
Is there a way to flip this so that the values are the right way up? I've tried using the calibrate tilt node but it doesn't seem to do anything. It will be hard to just use maths to set it to be the right way up because when the screen is facing up, it snaps from -3 to 3 back and forth, so I'm not sure how I can work with that. Any suggestions would be appreciated! My device is a Sony Xperia Z3+ if that helps.
It also looks like there's some other people with this issue: https://forums.unrealengine.com/showthread.php?68258-Tilt-Calibration-Problem https://answers.unrealengine.com/questions/303266/blueprint-tilt-controls-are-upside-down.html
Is this a bug? Can it be fixed if so?
After posting this question I came across a slightly different post on these forums that had the answer I was looking for! Here it is for those who might need it: https://answers.unrealengine.com/questions/87252/tilt-and-gravity-controls-on-android-sensitivity.html
Still not sure if this is a bug, but if it is then I hope it can be fixed.
answered Aug 10 '16 at 04:12 AM
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