Attaching weapons to hand very tedious

I still think that if there was an option like the one I said as an additional feature it would be better, but I suppose Ill do it like you said. So what your saying is to make the origin point for each weapon the location of where its going to be held. I took a look at the infinity blade pack but I dont get how that works, the socket is waaay out in the open and not even in the hand.

So I would have to make an animation for the weapon and the character to play simultaneously? Infinity blade: weapons doesn’t have any animations but is that the way they would have done it?
I get making the weapons origin the location at which it will be held and then rotate each weapon in the modeling program so that it fits the hold animation but gosh I think it would be a lot easier to have that done in the engine and to have it done in a way that doesn’t affect the base model.

and like I said from then on whenever the weapons will be spawned and having them all rotated on import it would spawn them with that rotation unless you counter acted it inside blueprints and also whenever you would place them in the world they would be all rotated and in a bad position. I also saw a trailer for a game in the unreal engine and a weapon was clipping through a characters hand.