[Bug] Rotation Rate from UDK Remote is wrong.

I am using UDK Remote, iPad Air 2 and UE on Windows 10.

UDK Remote’s Rotation Rate X = actual iPad’s Rotation Rate Z

UDK Remote’s Rotation Rate Z = actual iPad’s Rotation Rate -X

I tried with 4.10.4 and 4.13.1 and the bug occurred in both versions.

  1. Create a new project.
  2. Make the following blueprint.

110381-rotationratebug.png

  1. Check the value with UDK Remote. (If you are using UE 4.13, go to Settings → Project Settings → Slate Remote, and check Enable Remote Server.)
  2. Build iOS project (Some basic settings are necessary. Settings → Project Settings → iOS → Mobile Provision and Bundle Information.)
  3. UDK Remote’s Rotation Rate X = actual iPad’s Rotation Rate Z

UDK Remote’s Rotation Rate Z = actual iPad’s Rotation Rate -X

This bug is very frustrating because I would like to develop an app which uses iPad’s rotation.

Hey,

Can you show me where you are getting the “actual” iPad rotation values?

Thanks.

I just pressed Launch button next to Play button in the editor, and UE4 built the ipa file for iOS, and automatically installed the file to the actual iPad.
The following screenshot is taken from the actual iPad.
I checked the “actual” iPad rotation rate on iPad’s screen.

Thanks.

Hey,

I mean, how are comparing these values:

UDK Remote's Rotation Rate X = actual iPad's Rotation Rate Z    
UDK Remote's Rotation Rate Z = actual iPad's Rotation Rate -X

Furthermore, you can simply do this:

I am so sorry for my late reply.
Could you please try this? This makes the problem easier to understand.

As you told, multiplying z by -1, and swapping x and z solve the problem but I have to change the blueprint whenever I develop via UDK remote and on the actual iPad.

Hey,

Thanks for the detailed report. I was able to reproduce the issue you’ve described and have submitted a issue report for it. You can follow it here:

https://issues.unrealengine.com/issue/UE-37612

The best option until this bug is fixed is to flip the axis and multiply by -1 when switching from testing with UDK Remote and testing and the device.

I had thought that all the differences from UDK Remote had been fixed up. If you have access to code, the place to fix this properly is in FSlateRemoteServer::ProcessMotionMessage() or FSlateRemoteServer::ProcessTiltMessage() (I forget now which one is used by most recent UDK Remote).

Thank you for your comment. Yes, I think this bug has been fixed up at UE 4.14.
By the way, is UDK Remote the only ‘helper app’ to develop mobile apps with UE? It hasn’t been updated for a long time, and we can get only a few sensor values with UDK Remote.