Blueprints/C++: RotationRate as Input on Android Stuttering

There seems to be an issue with RotationRate returning absolute 0 vectors very frequently. I noticed that they are absolute 0 vectors by making a simple blueprint that prints absolute 0 vectors to screen. This issue occurs in both blueprints and C++.

I don’t feel it’s a performance issue as I’ve ran the stats commands during a play session and none of them seem to get anywhere near poor values. The FPS stays at 59.6-60 during the session. Interestingly, tilt, acceleration, and gravity all do not suffer from RotationRate’s issues, even though I believe rotationrate is derived from gravity and acceleration; I could be wrong though.

I am not sure if this is an engine, device, or some software/settings issue.

I made two posts, one on reddit and one on the android forums to find a solution or others that have had the issue. It goes a bit more in-depth.

UE4 Forums: Blueprinting/Axis Mapping Rotation Rate: Android/Samsung S8 issue? - Mobile - Unreal Engine Forums

Reddit: https://www.reddit.com/r/unrealengine/comments/81z1qo/question_blueprintsaxis_mapping_rotation_rate/

Any help on this issue would be greatly appreciated, and thank you for your time and help.

Hello,

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Thanks