Quick answer: Interpolate the replicated aim rotation toward its target each frame before feeding the aim offset, smoothing the coarse replicated steps into a continuous value.

On the owning client an aim offset is smooth, but remote players see it stutter because their aim rotation arrives quantized and infrequent. Here is how to smooth it locally.

How to fix it

1. Interpolate replicated aim

On simulated proxies, store the replicated aim pitch/yaw and FInterpTo a local copy toward it each frame in Update Animation, then feed the local copy to the aim offset.

2. Use RemoteViewPitch correctly

Read the engine's replicated RemoteViewPitch and convert it back to degrees for the offset. Treating the raw byte as degrees gives wrong, jumpy values.

3. Raise update relevancy if needed

For important pawns, increase net update frequency so aim arrives more often, but still interpolate so any remaining coarseness does not show as snapping.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.