Quick answer: Recompute the weapon's effective stats from base stats plus all equipped attachment modifiers whenever an attachment changes, and have firing read the effective stats.
A player slaps on a compensator and a long barrel, but recoil and damage range are unchanged. The gun fires off its base stats. Recomputing effective stats on equip fixes it. Here is how.
How to fix it
1. Separate base from effective stats
Keep immutable base stats and a derived effective-stats struct. The firing, recoil, and ADS code must read effective stats, never the base, so modifiers actually take hold.
2. Recompute on attachment change
When an attachment is equipped or removed, rebuild effective stats by applying each attachment's additive and multiplicative modifiers in a defined order. Recompute once on change, not every shot.
3. Stack modifiers consistently
Decide and document whether modifiers are additive percentages or multiplicative, and clamp results (for example recoil cannot go negative) so stacking many attachments stays sane.
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 Godot 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.