The best way to do this is to actually use the Third Person Blueprint and then just drag the Camera and drop it on top of the Mesh (to parent the camera to the mesh) then delete the SpringArm.
Now with the camera selected, under Parent Socket hit the Magnifying glass and choose the Head bone from your character. Turn off Real Time in the viewport by clicking on the down arrow (so that the idle anim stops the camera from bobbing with the character’s head and then Reset the Location of the camera to 0,0,0 and then move it into place just a little bit ahead of the character’s face in X (I recommend 20 for the default UE4 character). Make sure the rotation is correct as well, it should be facing forward with the “Viewfinder” facing up like \
Now with the camera selected, make sure that Use Pawn Control Rotation is checked and then hit the Class Defaults button and type Yaw in the search and make sure Use Controller Rotation Yaw is also checked.
That’s it. You now have a working “First Person” view with a full body and shadows without the need to have two meshes. You can make all of your animations full body animations and it saves you from having to create any First Person anims as well. Absolute best kind of First Person. Just be careful with the camera placement; sometimes a single unit in X or Z will make a world of difference. If the camera is too close to the player’s face in X then when you look all the way up you’ll see the top of the character’s head and all the way down might clip into the chest.
Also I actually recommend that you scale the Capsule component up to 1.25 and the mesh down to 0.75 so that the camera is completely inside the Capsule Component to avoid the camera clipping through walls. Just make sure to test being able to walk through doorways cause increasing the Capsule Component will change your character’s collision bounds.