Thanks for investing the time to try it out yourself.
However, there are a few things you’re missing - such as an actual, animated character mesh. Your child actor is also not attached to the mesh (mine is, two of them, actually). There’s also the camera boom, which I don’t believe I have on my character’s camera.
This is how the input goes for me:
Input → bIsAiming = True → AnimBP reads the bool and changes idle animation and the 1D AimOffset used → Camera switches using the node above. The attachment hierarchy is below:
Weapon Camera → Child Actor Mesh → Child Actor (directly attached to finger bone) → Character Mesh ← Character Camera
As far as the sockets are concerned, they all face +X (except for the Child Actor one).