I like set different FOVs and individual one from other, if you change the camera FOV, the viewmesh don’t move like Source engine games.
I find this Change the weapon model's FOV? - Epic Games Forums but in the BP i don’t see this option in the skeletalmesh.
Back in UT days we did this using a second render layer that was composited on top, but now with the renderer being deferred such solutions are considered pretty costly. I haven’t looked at this exact feature referenced on the trello but IIRC NickDonaldson was messing around with using the panini projection on vertex shaders for guns to basically counteract the FOV and it was working pretty well.