How to correctly reference a parent Object in an Anim Notify Blueprint

Actually, I’m confused by your description, so I have to discuss in several situations.

  1. If your weapon object class is written with c++ and can’t make your weapon instance a reference to blueprint, you can add some params in your wepon’s UClass() macro like this:
    UCLASS(Blueprintable, BlueprintType)

  2. If you want to find out a way to access your weapon in UAnimNotify, you can create a reference of weapon in your character blueprint and access them like Clayton mentioned.

  3. If your weapon holder is a UObject, like a WeaponManager, you can reference your weapon holder object in your character blueprint and access them like Clayton mentioned.