Mesh parented to Skeletal mesh offset during runtime

in the viewport of my character, the mesh is in the correct position:

however, at runtime, the mesh is completely in the wrong place. i’m not adjusting anything in the skeletal mesh at runtime, so it should be exactly where i placed it. I’m completely stumped.

it also seems to move with the camera? when i look up the mesh is here:

when i look down the mesh is here:

Also to note, when i eject from my character, it works as expected:

I really help someone can help me out here. I’ve been using UE for many years and never encountered this. Thanks

Why don’t you try using sockets over the many years?

You may have the mesh parented to the camera instead, like Whols75said, use a socket on your skeleton hand and ‘preview’ the location of the mesh parented using adjustments and it should work out. Hope that helps!