In the course Sam uses the SpawnEmitterAtLocation version that has a Location and Rotation Argument.
Instead i used the version that uses takes a Transform and used Hit.ImpactPoint for the values.
I havent noticed a difference, is there any reason to not use .ImpactPoint?
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, HitResult.ImpactPoint);
my version
FVector ShotDirection = -Rotation.Vector();
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.Location, ShotDirection.Rotation());
course version