You are trying to do hit reaction animations, like if the pawn gets hit on the hand, will play an injured animation? If this is what you want to do, you can do like I have done.
I know you are way more experienced than me on Unreal Script, however, I like to share what I know of Unreal Script, even if it is just a little knowledge.
I use the HitBone function inside the take damage event of the pawn to detect what bone was hit, then play an animation on the FullBodySlot (I am using default UDKAnimTree):
local name HitBone;
HitBone = Mesh.FindClosestBone(HitLocation);
if(HitBone == 'b_LeftToe' || HitBone == 'b_LeftAnkle' || HitBone == 'b_LeftLeg' || HitBone == 'b_LeftLegUpper')
`Log("Left Leg Hit Impact Damage");
FullBodyAnimSlot.PlayCustomAnim('hit_left_leg_UT3', 1.0, 0.35, 0.75, false, true);
//here we set a very small ammount of ground speed to give an imperecptible ammount of movement for the pawn
//using groundspeed 0 here will result on the bug of pawn falling down on the ground
I don’t know if this is what you want, however, I just like to help whenever I can.