Ok, yeah sorry, I kinda mention in my previous post what’s probably wrong but couldn’t mention any possible fix. But the main takeaway from that would be how you target the 2 hands, through the left, right variables. You can see them in your last shot you posted there, the ones Epic already created. Those are the key to making this work.
So… How to fix your setup…
From what I can see, I’ll try describe what SHOULD fix the problem. I emphasize should because even though I know what to do, it’s hard to just say 100% for sure, just based on some shots and going from memory, you know… 
Anyway, starting with the anim blueprint. for that I’d probably at least just rename those variables like LeftFingerDown, to FingerDown, just for clarity since you won’t distinguish hands in there. It’s basically just neutral.
So then, where you cast to the pawn in there, you need to get and then cast to the owning actor, (I think that’s what it’s called, sorry doing this from memory). The point is you don’t cast to the pawn, you cast to the hand. The hand ultimately controls it’s own animations, not the pawn. The pawn will feed a value to the hand blueprint, the hand blueprint will feed a value to it’s anim blueprint.
So because you’re driving animation from the hand you need to set those variables in the hand blueprint, the variables you’re using to drive the Target value for the FInterp. So you’d have those variables inside the hand in stead of the pawn, and then some custom events to set each value separately. So that’s very simple, a custom event, with a float value added, hooked into the variable to set it. The custom events are not called from tick or anything, they just sit there and you will call them from the pawn side and feed the actual float value from there.
With all that said, you can set up the pawn by using the Left Controller, Right Controller variables, based on which input you’re using. So lets say for right input events, use the Right Controller variable and call the appropriate custom event on the hand, and send that axis value through. While the hand’s anim blueprint gets that value from the hand, the pawn is modifying that value… make sense?. So because you’re targeting a specific “actor” that you spawned, only that actor will play that animation. So that’s why it’s key to have those 2 specific variables for left and right hand on the pawn.
So, based on your current setup, this is the idea to make it work. There are other ways as always, to create this whole thing, but I’m not gonna get into that. What’s there should work given the right changes. I hope I did’t forget anything. It’s always harder to type out what to do in stead of doing it, since you can’t catch possible problems when you just type it. But I think the idea there should come across even if there’s some things I forgot.
Hope this all makes sense. I know it can be a little confusing to try and read through how to do things by text, but I hope it makes sense for you. If not, I’ll try again… 