Working with device orientation

Oh yeah I did see rotation rate. I assumed it was raw and I had to derive it from combining it with gravity and tilt or something like on Android if doing it with raw API’s. I’ll see if I get good results from this.

Got it working! It works really well. When I was doing this myself on android I had really jittery input or really bad lag from trying to filter the input. I’m not sure how Unreal does it, but it feels almost as good as an iPhone’s gyro input. Although when I set my phone flat on the table or hold it in my hands without moving it still moves a bit which is dissapointing. Iphones definitely always had better gyros.

Anyway, in C++ I had to call InputComponent->BindVectorAxis(“RotationRate”, this, &AODPlayerTurret::OnRotationInput);

That was the way to get rotation rate as a bindable input.