Quick answer: Ease the FOV transition with a smooth curve over the ADS time, keep the world FOV change modest for low-power optics, and offer a setting to reduce or skip the zoom.
Some players feel queasy every time they aim because the FOV lurches inward. The transition is abrupt and the viewmodel zoom amplifies it. Easing it and adding options fixes the discomfort. Here is how.
How to fix it
1. Ease the FOV over the transition
Interpolate world FOV from hip to scoped with a smooth (ease-in-out) curve over the ADS duration rather than a snap or straight lerp, so the zoom accelerates and settles gently.
2. Decouple optic zoom from world FOV
For magnified scopes, render the magnified view through the optic rather than dropping the whole world FOV, so the surrounding view does not rush inward and the zoom feels localized.
3. Offer comfort options
Provide a setting to reduce ADS FOV change, disable sprint/hit FOV kicks, and slow the transition, so motion-sensitive players can keep aiming without nausea.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.