Procedural weapon attachment to camera in True First Person

Hello everyone. I’m a beginner. I have a first-person game (I have details of use control rotation in my character). I w

ant the knife to attach to my arm so that I can run and walk with it. I have an animation of the knife pose. My knife is a separate skeletal mesh. I added the socket to the character’s right-hand bone and tied the knife to the socket. I used Layered blend per bone to freeze my right hand.
Everything works, but the problem is that when the character walks or runs, all this shaking from the spine and shoulders is transferred to the hand, and the knife jumps like crazy in front of the eyes, flies down or to the sides. Maybe because of the animation, you need to do walking and running animations separately for the first person? Or is it because there is only one full-fledged mesh? Do I need a mesh of hands?
I was thinking of making my right arm not move at all from the running and torso animations, but as if it were glued to the camera and obeyed only the camera’s shake, because my breathing was emulated through shake. In short, so that the knife stands clearly in the frame and shakes with the screen, and not with the running body.
I’ve already tried using Layered blend per bone to freeze bones from the shoulder or even from the back, but the arm still crawls because the back bends in the animation and pulls everything behind it. I tried using Two Bone IK to tie the brush to the anchor on the camera, but the tin begins there — the arms stretch out like pasta or the elbows break when turning, although I twisted the Joint Target in Component Space. How is it humanly possible to do this on a full mesh so that the hand stupidly ignores the walking animation, but at the same time firmly follows the camera and shaking?
Maybe there is some way to transfer the camera’s shape into the bone normally without this hemorrhoids with stretching of the limbs? I’ve attached screenshots of the animgraph and how everything is linked in the components, see what’s wrong there.