Quick answer: Track recoil as a separate camera offset that recovery returns to zero, and never fold the player's own look input into the recoil value being recovered.

After spraying, your crosshair recovers but drops below the target because the game subtracts kick you already compensated for. Keeping recoil offset separate from player input fixes the overshoot. Here is how.

How to fix it

1. Keep recoil as its own offset

Store accumulated recoil as a pitch/yaw offset applied on top of the player's aim. Recovery only animates this offset back to zero; the player's actual look direction is untouched.

2. Credit player compensation

When the player pulls down during a spray, reduce the recoil offset by their counter-input so recovery has less to give back. This prevents the post-spray dip below target.

3. Recover smoothly with a spring

Use a critically damped spring or eased lerp toward zero offset so the view settles on the original point without bouncing past it.

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.