Stagger animation upon hitting a wall

i have a character that uses a hammer and i want him to stop his swing (attack animation) if the hammer hits a wall and have him stagger instead. However the positioning of the hammer at the start of the stagger animation may differ depending on how late or early in the swinging animation my character is. Is there any way to sort of blend the position of the weapon socket at the start of the stagger animation via blueprint?

I would suggest using inverse kinematics or physics to control the arm/arms holding the hammer while having everything else controller by the animation.