You might want to check out this: https://www.youtube.com/watch?v=UMcmqsMzcFg
If you start with an FPS template, you’ll notice something - there’s two meshes. It’s common to actually have two completely different skeletal meshes, each with their own animations, when doing first person, or switchable first/third controller. I’m not sure why the FPS tutorial doesn’t have a proxy in the TP mesh slot. Basically, one mesh is visible to you in FP mode, and another is used for casting shadows and reflections, for other players, and when you’re in third person mode. Typically the FP mesh has no head, and often no body (depends on whether you need/want them to see legs/torso when they look down), and the animations are designed so the idle and movement motions are less drastic - with the camera so close, you don’t need/want them to move as much, and typically also designed in such a way that at least part of the hands/weapon are visible at all times to give the player feedback (even though, in real life, for example, you rarely see your hands in you FOV while running or walking with a weapon that you’re not actively aiming)
Although it’s C++, you can actually see a bit of how this is done in the ShooterGame template if you look at the player pawn BP. Most of the logic is in a parent C++ class, but in the components tab, you can see the two meshes being used.
Hope that helps. i’ve been thinking about doing a tutorial on this, actually. Might try and find some time to actually write it.