Thanks, that worked for selection but attachment part didn’t work but that’s a different issue.
// Equip Weapon
const USkeletalMeshSocket* WeaponSocket = GetMesh()->GetSocketByName("WeaponSocket");
if (WeaponSocket && EnemyWeapon)
{
AMyWeaponBase* Weapon = Cast<AMyWeaponBase>(EnemyWeapon);
Weapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, "WeaponSocket");
}