Problems with IK animated animations in unreal when blending

I have an animation for the gun being held down and up, they’re both states in a state machine and are being blended when transitioning, but when blending there is a visual error due to it being animated using IK arms in blender, this leads to the hands not being parented to the arms in unreal, which is fine for the animations of course but when blending they aren’t synced and lead to deformation ( Screen capture - 7457075cc2083c9eae6e9103af0fbb41 - Gyazo )

how would I go about fixing this? Reanimating with FK arms is not an option as I’ve already done far too many animations for that.

Looks like you’re not using IK on the arms, but you do have hands attached to the gun, so I think you’re using the Transform Bone node in ABP to attach them there.

If you want the arms to follow the pistol also during the transition, after the locomotion use a TwoBoneIK node on both left and right arm, so that the entire arm will always follow the IK joint from the animation.

Sorry I mean I am NOT using any sort of IK/node/anything inside of unreal engine, the gun is following the hands using a socket, not the other way around, it was animated using an IK rig in blender, and the hands aren’t parented to the arms because of that, and when the animation blends the hands and the arms aren’t synced, I know what the problem is already I just don’t know the solution.