Rotating to cursor is not 100% correct

So i have a turret. I always rotate the turret to the mouse position. For some reason it is always pointing slightly next to the mouse position, causing bullets to fire right next to the spot they should be fired at.

This is the code i used.

FHitResult traceResult(ForceInit);
controller->GetHitResultUnderCursor(ECollisionChannel::ECC_WorldDynamic, false, traceResult);

FVector mouseLoc = traceResult.ImpactPoint;
FVector turretLoc = turret->GetSocketLocation(FName("Muzzle"));

turretLoc.Z = mouseLoc.Z;

FRotator targetRotation = UKismetMathLibrary::FindLookAtRotation(turretLoc, mouseLoc);
FRotator currentRotation = turret->GetComponentRotation();
currentRotation.Yaw = targetRotation.Yaw;

turret->SetWorldRotation(currentRotation);

Any idea what i could be doing wrong here?
I tested with drawdebugline and both the mouse location and the turretlocation are correct. Do i need to use something else than FindLookAtRotation maybe?