My rig is moving separate of my actor blueprint in level sequencer

Hi guys, sorry for another post. I can’t figure out what I am doing wrong here. I have created a rig for the fps arms that come with the first person starter content in Unreal. I then have created a socket in the fps arm skeleton’s right hand. And finally, I have created an actor blueprint that has 3 components.

  1. A skeletal mesh which I have imported the fps arms to.
  2. Control Rig which I have imported the rig I made for the fps arms too.
  3. And 3rd A static mesh (The sword) which I have made a child of the fps arms skeletal mesh and then parented to the right hand sword socket.

Finally, I have created and hooked up these nodes in the blueprint’s event graph:

On pre initialize(FpsarmsRig)-> Add Mapped Skeletal Mesh

fpsarms skeletal mesh reference-^

Everything looks good in the blueprint. I can see the bones, they are lined up, I can see the fps arms, and I can see the sword socketed in the hand. Everything looks like it should.

My problem however, is when I attempt to drag this blueprint actor into the level and then add it to a level sequencer to track. It adds it fine, and the bones and everything are showing fine, BUT when I attempt to move the bones only the bones move, not the skeletal mesh with it. I have tried also making the rig in the blueprint a child of the skeletal mesh to see if that would work, but it made no difference.

Here are some photos showing everything:

And here’s the problem:

Thanks!