Quick answer: Drive recoil from an indexed curve or fixed pattern so the rise is repeatable, and recover the camera back toward center between shots.
A gun whose spray cannot be controlled because every shot kicks randomly needs a deterministic recoil pattern. Indexing a curve and recovering the kick makes it learnable. Here is how.
How to fix it
1. Index a recoil curve
Store the per-shot offsets in a curve or array indexed by the shot number in a burst, so the pattern is identical every time and players can compensate.
2. Recover toward center
After each shot, interpolate the accumulated recoil back toward zero over time using a recovery rate, so holding fire then releasing returns the aim to where it started.
3. Separate recoil from spread
Keep the deterministic recoil offset distinct from any random bullet spread, so the controllable climb and the small random cone do not get conflated into one unpredictable value.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.