Animation blueprint for weapon suddenly stops

I ran into a small problem. I wanted to make a separate anim blueprint for my firearms.

In short, when I reproduce the shooting logic, the animation blueprint of the hands in first person plays its animation, and the animation from the anim blueprint of the weapon stops playing at all. “Event Blueprint Update Animation” immediately fades out and is no longer updated. I tried playing anim montage, but that also fails. The only thing that works is the “play animation” node for the skeletal mesh, but I’m losing a lot of control that could give me the anim blueprint. How can I solve this problem? Maybe this isn’t the “right way” to make animations work for my weapon?

Did you ever solve this? I am trying to figure this out right now.

Its probably missing an interface implementation or something.
Kinda hard to say.

What event is the update animation for / where is that code even in?
If its within an animation blueprint you are doing things wrong anyway.

Updade animation variables directly from the character or the weapon, whichever is easiest (character since it probably has a hard ref to weapon).

You end up with something like:

User input
→ controller
→ character
→ input usage node (with consume input set?)
→ cast to weapon
→ find weapon animation instance
→ toggle needed variable