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New: bone-driven animation controllers

Via 4.9 release notes

https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/2015/4_9/image_47.gif

https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/2015/4_9/image_48.jpg

Any idea how the best approach is for “Shields”? I don’t want the shield (hand) to be the bone driver. Is there maybe another fix, maybe something mesh or collision based? Ideas? Input? Thanks