Spawning a object during animation

A notify is nothing but an event.
The only difference is that it’s an event for the Animation blueprint.

So after you create the notify you can call it in by typing the same name in the animation blueprint.

You can then cast to character as any tutorial and even the base BPs show you, and call another custom event from the character pin in order to take things on the character BP and handle from there.

on here is where you will attach to socket (not spawn) and resize the weapon as needed via nodes/code.
once attached you’ll already be into frame 2 or 3 of the animation as the notify is deferred and not instant nor does it cause the animation to delay

  • which is exactly what you want since you have a 1 swing sequence the attachment is not all that important as it will generally happen when the notify calls it or a few ms later.

The swinging will continue as normal and the hitbox/collision should no longer matter since it can always be active.

Have you seen any other tutorials about attaching to socket?
you need the weapon to be somewhere inside the character (not attached, inside the actual mesh of the character). And set to hidden in game.

Then at the same time you attach you can also make it visible. Maybe with a timeline based lerp for an even more cartoon like feel. Materializes/disappears sort of thing.

should be all fairly straightforward once you get a handle on how animbp and blueprint work in tandem / get familiar with the socket system.