I believe you’re right, the floating hands are built to support multiple types so the actual mesh will be in one of the child blueprints, open the floating hands character blueprint to confirm. You can also just place the floating hands actor into any blueprint of your choice and it should all just work out of the box.
e.g. the Plugins/LeapMotion/Content/Blueprints/Rigging/FloatingHands/LeapRiggedEchoHandsActor.uasset