Can't replicate a "Child Of" blender bone cosntraint behavior to Unreal Engine

Hi,
I’m trying to replicate a “Child Of” contraint like in blender but inside Unreal Engine. For a bit of context I’m making a first person shooter game and my current goal is to have a bone that control both right and left hand in coherency.

I followed a course on youtube from infima games, I was able to make a similar workspace into blender. So I do currently have in blender, a bone name ik_hand that control both left and right hands.

This bone must be the parent bone for any weapon I will attach to the player, and in order to apply some procedural animation I need to make a “child of” inside UE now.

I tried :

  • Making a control rig where I apply a parent constraint → it gives a weird offset to the bones.
  • Using 2 FABRIK node inside my animation blueprint, this is their configuration :

And as you can see I have a weird offset of my mesh again.

None of this worked even tho it is the exact same logic as I’ve seen in a course tutorial file. The only difference is the skeleton but I may not understand enough about animation to identify where is the problem.

Thank you in advance for helping me.

I’m eager to learn about animation to improve the quality of my assets. If there are any professionals who have the time to explain a few things about animation, feel free to add me on Discord: astrokarma.