I would like to point out that this issue is still recurring and it needs to be fixed for developers to be able to make proper mobile functionality for their games. I have personally been frustrated trying to figure out why it was working on my iPad while testing but not on an Android device, only to realize that it is a bug with the engine which has not been fixed yet.
As a workaround you can manually track fingers by listening to .InputBegan and untrack them with .InputEnded. The Input object passed in both of those event will be consistent per finger.