Quick answer: When both hands grip, compute the weapon rotation from the direction between the primary and secondary grip points each tick instead of locking to one hand.

Two-handed weapons in VR feel right only when the off hand controls aim. If the weapon simply parents to the dominant hand, the support hand does nothing and the gun cannot be braced or aimed down a barrel. The fix recomputes the weapon's forward each frame from the line between both grips.

How to fix it

1. Detect the second grip

Track when a second hand grabs a secondary grip socket and switch the weapon into two-hand mode.

2. Aim along the grip vector

Each tick, build the weapon rotation so its forward points from the primary grip toward the secondary grip, using FindLookAtRotation.

3. Blend back on release

When the support hand lets go, smoothly blend the weapon back to single-hand orientation so it does not snap.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.