Add a weapon to a Character and creating animations for it with a Control Rig

Hi everyone.
I’m currently on a game project i hope i can develop further.
Right now i’m struggling with a mechanic, i want the character to hold a weapon in his hand and create attack and holstering animations.
As of now i equipped the weapon on my character by adding the weapon’s Static Mesh to my Character BP, and the char. correctly brings it around, but if i open the control rig in the sequencer he doesn’t have it, making it difficult for me to create the animation without a reference of the weapon itself, anyone can help me please?
Also, when i open my control rig in the sequencer, the character is only stuck in a pose, and the control rig doesn’t control it.

Images of the weapon correctly attached:

Image of the sequencer, with character not having the weapon and stuck in idle pose:

I’m really upset and can’t understand why this is happening, hope you can help

Hi there! The problem is that you’ve attached the weapon in your character blueprint, and the control rig is the thing wich works with the skeletal mesh of your character, so it doesn’t know about your weapon at all :confused:

I’ve currently made some animations by attaching the weapon to the control rig in the sequencer.
Although now, as you say, i’ve noticed that it is different from having it attached on the SKM itself since the animations i’ve created don’t match with the equipped weapon when i play them on the character, because it doesn’t apply the transforms i’ve made to the weapon in the sequencer to the weapon on the character itself.
How can i attach the weapon to the character itself and control it with a control rig to animate it too in the sequencer?

This is an old one but did you ever work out a solution?