Quick answer: Compute the impact point first from the camera ray, then draw the tracer from the muzzle to that exact impact point so the visual matches the hit.
Bullets land on target but the tracer flies off at an angle, especially up close. The streak uses the muzzle direction while the hit uses the camera ray. Aiming the tracer at the real impact point fixes it. Here is how.
How to fix it
1. Resolve the impact first
Trace from the camera through the crosshair to find the impact point. This is the authoritative hit location, accounting for the gun being offset from the eye.
2. Draw muzzle-to-impact
Spawn the tracer beam from the muzzle socket and aim it at the resolved impact point, not the muzzle's forward vector. The slight convergence from muzzle to crosshair is exactly what real shooters show.
3. Speed and stagger the tracer
Animate the tracer over a short travel time and only show tracers every Nth round so they read as discrete projectiles rather than a continuous laser misaligned with the hits.
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.