OK so the need I’m assuming is having the ability to add as many weapons as you wish and seems that the most common path is to try and put everything into a single BP. A way of thinking in this case is that the animations should be driven by the object possessed by the player and introduced the requirements by a supporting blueprint.
Example.
This is an example of out current weapon load out design where animation, 1st person, 3rd person, weapon comes from a supporting weapon class that contains additional requirements like sounds and secondary animation BP’s due to the custom requirements of a given object, considering map objects can also be a weapon that is possessed