When I have spawned objects on a player socket, RTS world is interpreting Direction and Rotation by the worlds transform space, not the socket/actor, so if your character is not lined up with RTS world transform space, you can get some janky results, in game vs the view port.
My problem caused two props to rotate around each other, instead of the player.
My fix was as simple as declaring RTS component and in my case that fixed the issue.
Hey there @anonymous_user_831fe8c2! Welcome to the community! One of the first things I’d noticed was that your weapon socket extends from your root. Was this an intentional decision in which you then animate that weapon bone entirely separately? In most cases we usually see developers putting the weapon sockets directly below the hand bones so that the weapon will always follow the hand’s rotations first then it’s own additively.
A good example would be this quick tutorial:
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