You used Hit.ImpactPoint for the launch direction but what you really need is
(Hit.ImpactPoint - MuzzleLocation).GetSafeNormal()
which gives you the direction vector from the muzzle location to the impact point.
You used Hit.ImpactPoint for the launch direction but what you really need is
(Hit.ImpactPoint - MuzzleLocation).GetSafeNormal()
which gives you the direction vector from the muzzle location to the impact point.