Attach static mesh to player character with notify

This is probably a late response. Apologies but your question is rather difficult to read.

If I understand your questions correctly; then the solution is that you need to upgrade your weapon display system so that you can initiate it from the AnimNotify without ‘bugging’ and showing incorrect weapon meshes in incorrect locations.

The AnimNotify has limited functionality, the simpliest approach would be to only use it to send a message to your character BP (which you are doing) to say ‘hey, this part of the Montage played, show/hide/something the weapon’.

You need to set up a proper weapon management system on your BP character itself that can:

  • Know what weapons the character can have
  • Know what ‘state’ the weapons are in
  • Manage showing/hiding the weapons from different components and their socket attachments
  • Manage replicating this to other clients (if multiplayer)
  • Have suitable entry/exit points for other blueprints or functions to interact with it (e.g. show/hide/death)

This is a modular coding approach. You may wish to consider a BP Interface to reduce hard dependencies and allow lots of things to call this on your character.

My personal approach; I have one default StaticMeshComponent for my characters main weapon. I then use a management system (GAS Tags) to manage what socket the component is parented to. Each project will be different.

Hope that helps.