# Input Motion State is always 0

**URL:** <https://forums.unrealengine.com/t/input-motion-state-is-always-0/435560>\
**Category:** Blueprint\
**Tags:** unreal-engine, Android, Blueprint, question\
**Created:** [October 13, 2018, 2:51pm UTC](https://forums.unrealengine.com/t/input-motion-state-is-always-0/435560 "2018-10-13T14:51:59Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![vladimirgiraldo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vladimirgiraldo](https://forums.unrealengine.com/u/vladimirgiraldo)\
**Post date:** [February 1, 2019, 3:49pm UTC](https://forums.unrealengine.com/t/input-motion-state-is-always-0/435560/4 "2019-02-01T15:49:22Z")

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Hi.

The Android device must have a magnetometer. If magnetometer is not present in the device, the input motion values are not calculated. This is happening in the lastest versions of the engine. To know if your device has a magnetometer, install a compass app on it. If there is not a magnetometer, the app will fail. If you need to get input motion values in devices without a magnetometer, the GameActivity.java template must be modificated. Take a look to this issue: [Unreal Engine Issues and Bug Tracker (UE-59537)](https://issues.unrealengine.com/issue/UE-59537)

Regards.

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