No, the character would read the curve value and use it elsehwere. So long as your curve is coded to be one frame ahead you dont need anything special.
But the point was, you dont use animations. You just change the curve value directly by scripting the curve in a timeline.
Performance doesn’t really matter on core gameplay - which character/weapon interaction is all about.
If it did, like I said, you would regular meshes and set them up to work from variables via shader.