Hello ,
Unfortunately I cant send this project. Weapon Actor has structure like i showed earlier to you. On PostInitializeComponents of Character it is spwaned by
FActorSpawnParameters Params;
Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
Params.bAllowDuringConstructionScript = true;
FTransform SpawnTM(GetMesh()->GetSocketTransform(SocketName));
BaseHandWeapon = GetWorld()->SpawnActor<AWeapon>(WeaponClass, SpawnTM, Params);
BaseHandWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, SocketName);