Issue with a Third Person Shooter and line tracing

I ended up figuring it out thanks to that link and insight from Tom Looman. I needed to use the rotation from the camera not the muzzlesocket of the weapon:

//EyeRotation is my camera’s rotation, Hit is the output from LineTraceBySingleChannel, StartingLocation is the location of the weapon’s muzzlesocket

float Orientation = FVector::DotProduct(EyeRotation.Vector(), (Hit.ImpactPoint - StartingLocation).GetSafeNormal());

UE_LOG(LogTemp, Warning, TEXT(“Orientation is: %f”), Orientation);

if (Orientation > 0.0f)

{
StartingRotation = UKismetMathLibrary::FindLookAtRotation(StartingLocation, TraceEnd);
}

//else leave StartingRotation to be set as FRotator StartingRotation = MyOwner->GetController()->GetControlRotation();