Quick answer: Fire the projectile toward the actual aim point, set its rotation to the travel direction, and account for the shooter's velocity if needed.
A projectile missing the aim is a direction or origin problem. Here is how to fix it.
How to fix it
1. Fire toward the aim point
Compute the direction from the muzzle to the aim point (where the crosshair targets) and fire along that, rather than the muzzle's forward. The muzzle's forward and the aim direction differ, especially off-center.
2. Set the travel rotation
Orient the projectile to face its travel direction so its movement and visuals align. A projectile spawned with the wrong rotation can move sideways or look wrong even if its velocity is correct.
3. Account for shooter velocity
If the projectile should inherit the shooter's motion (a moving vehicle), add that velocity; if not, ensure it does not accidentally inherit parent velocity. Unintended inherited velocity skews the projectile off its aim.
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 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.