GetInputVectorKeyState( EKeys::Tilt ) returns different results on different android phones

Hi,
When using GetInputVectorKeyState( EKeys::Tilt ) X and Z are switched on some phones.
Samsung Note1 Phone and Note 10.1 Tablet 2014 are doing it one way and
Galaxy Nexus and some kind of LG are doing it the other way.
The game runs in portrait mode. Looks like a bug for me, please help. I’am using UE4.3

Howdy halifacx,

Thank you for your report on tilt. I have worked on a similar issue here: https://answers.unrealengine.com/questions/35512/how-to-use-tilt.html. It seems that the tilt function is broken for the Android deployment. This is a known issue for mobile devices and has been entered into our bug database so it may be fixed in a future release.

Thank you again for your report and have a great day!

Hi Sean,
The Bug that you mean is about getting no values at all cause the events were never sent. There is a fix in 4.4 for it, and with this fix everything works nice, but the results are switched on different devices. I think there is a high chance that this is a different bug!?
Thank you for looking into this problem!

Ahh, my fault. Sorry about that. I will investigate it further.

Just a quick question for you. What Device is the Tilt working correctly and what device is the tilt reversed?

From my Portrait Perspective
The Samsung Notes are wrong , cause tilt.X is roll
The Nexus and LG are right, they have roll on tilt.Z

Hey halifacx,

Could you provide the model number for your nexus device?

In About Phone it just says Galaxy Nexus

the LG Model was LG G3.

Howdy Halifacx,

Thank you for your bug report. I was able to recreate the issue and see that the value for Z was showing incorrectly. I have reported the issue to our bug database so that it may be fixed in a future release.

Thanks again and have a great day!

Cool , nice to hear that! Thank you.

I’m trying to fix the problem but I’m unable to repro with the devices I have on hand. Could you try

alternate blueprint setup that does more sampling?

Howdy GrafikRobot,

Have you tried this Blueprint setup yet:

This the Blueprint that was working for me to test the issue. If not, please let me know!

I tried one that had all of that the same minus the SetActorRotation parts. As I just wanted to see the values. And I couldn’t repro it. And decided to make a more comprehensive blueprint to include all the sensor values. And still no repro.

Hey GrafixRobot,

Just wanted to run a couple question by you so that i may further investigate the issue.

What version of UE4 are you currently attempting the packing and deploying to? Also, What phone model and OS version are you currently using?

Are you able to see any values from the print string on the screen when deployed to mobile?

I ran into a problem of not saving before deploying. You must save before deploying to mobile. (Just wanted to see if this may help any)

Thanks and have a great day!