Sword Detaching from Hand while MidAir

I’m working in Unreal Engine 5.6, using the First Person Template with SKM_Manny_Simple as my character mesh, and I’m running into a frustrating issue:


:red_question_mark: What I’m trying to do:

  • Attach a sword to my first-person mannequin’s hand (hand_r), using a custom socket (weapon_r) under hand_r.
  • Keep the sword visually in the hand at all times, while:
    • Allowing the arms to continue their “real-life” movement (sway, waver during movement).
    • Maintaining a first-person perspective.


:triangular_flag: The issue:

  • On jump, wall-run, or while mid-air, the sword visually detaches or shifts out of the hand.
  • It works fine while sliding or idle.
  • Disabling Camera Lag on the Spring Arm didn’t fix it.
  • Reducing Air Control to default didn’t fix it.
  • The sword remains socketed under "weapon_r", but still shifts during these actions.


:x_ray: What I’ve tried so far:

:white_check_mark: Socketing the sword under "weapon_r" (child of hand_r).
:white_check_mark: Disabling Camera Lag on the Spring Arm.
:white_check_mark: Setting Air Control back to default.
:white_check_mark: Ensured physics simulation is off on the sword.
:white_check_mark: Tried procedural stabilization:

  • On Event Tick, I get the socket transform from "weapon_r" and set the sword’s world location and rotation to it, but the issue still persists.

Yes the stuff above was written by AI, since I tried it’s help and came out unsuccessful, long story short; during the running and slide animations it works, but while mid air it detaches and rotates. I am looking for a solution that let’s me refrain from including new jump and wall run animations. Everything besides the slide animation is FirstPerson Template default preset. Thank you in advance.