FPS weapon framing

Hi,

I’m working on a FPS setup in Unreal (mainly for FX work).

I’m trying to achieve a specific FPS weapon framing that I often see in Unreal FPS projects and tutorials (centered weapon, wide FOV, clean silhouette).
However, my setup consistently looks like a much closer weapon view, even when starting from the First Person Template.

I’m not sure where this difference comes from or how people consistently achieve that standard framing.
Is it inherited from an Epic template or is it just an undocumented viewmodel convention?

I’d appreciate any clarification or reference.

Thanks!