Quick answer: Add the shooter's current velocity to the projectile's launch velocity at spawn so it carries the platform's momentum.
Firing forward while sprinting or driving should not make the bullet trail behind you. Adding the shooter's velocity to the muzzle velocity fixes the relative drift. Here is how.
How to fix it
1. Add the owner velocity at launch
When setting the projectile's velocity, compute MuzzleDir * Speed + Owner->GetVelocity() and assign that to the ProjectileMovementComponent initial velocity.
2. Use the component InitialSpeed correctly
Set Velocity directly after spawn rather than relying only on InitialSpeed, which applies along the component's forward and discards inherited momentum.
3. Decide how much to inherit
For arcade feel you may scale inherited velocity by a factor; for simulation, inherit it fully so muzzle physics stay consistent across moving platforms.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.