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.
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.
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.