When you tap your attack/interact buttons with your top fingers while simultaneously aiming with your right thumb, the game registers two conflicting camera inputs at the exact same time. This creates a multi-touch timing conflict, causing to snap or "flick" your camera toward the sky or a random corner. Because the game gets stuck thinking the attack finger is still trying to aim, it locks out your actual aiming thumb unless the attack button is released.
A simple βturn off camera rotation on action buttonβ setting would eleminate this bug
We're tracking this issue at MCPE-173571, so I will resolve and link this report as a duplicate.
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