I have come up with a solution that is just for in editor… does require an empty level with a few blueprints but just to get the data you need… so check it out…
make two sockets on the static mesh you want to hold, one for right, one for left…
make an actor with a skeletal mesh using a one frame anim of your desired grip pose.
make another actor with a static mesh with a public variable of type Transform.
rig up a GetActorOfClass for your skeletal mesh actor. then do a MakeRelativeTransform from A(StaticMeshActor transform) to B(grab socket on the skeletal mesh). just do this on tick, this actor wont be part of your game. just a helper.
anyway, store that relative transform in a public variable that you can see when playing in editor… hit play, deposess… move the static mesh actor to where it looks good, copy the location and rotation data from the static mesh actor’s details panel… and paste that into your sockets on the static mesh.
THEN… when you’re attaching your sword or whatever to your guy’s hand, you first SetActorTransform on it TO the socket’s transform, then right after that node, AddActorLocalTransform with the STATICMesh’s socket’s location, make sure to use ActorSpace in the GetSocketTransform node.
boom. socket to a socket, dunn… just requires an test level where you can set up those actors and get the data you need for the sockets.