Trace + Control Rotation is not accurate?

This is something I was noticing in a lot of UDK games in the past also…

Trace seems to leave crosshair when looking in one direction but seems accurate while looking in other directions. I am trying to build a very simple Instagib style game mode but it feels impossible to get accuracy.

If you have any ideas why this would be i would love to hear from you.

Please post your code or your blueprints

Hello, I found the problem… It was not in the rotation code it was actually in the Default HUD. The crosshair is not actually centered… was so frustrating >.<

I have a question for you. Did you have to make your trace length very high (such as 100,000 or greater) in order for it to work accurately?

Yes, I think this is due to the way it rotates the vector missing out the decimal point data.

However if you could correct the math in C++ I think you could make it accurate at all ranges.