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.

Did you ever figure this out. I have somewhat of a similar issue that I have been struggling with for months.

In combat, while my player is holding a melee weapon (sword in my case) the AI enemy attacks the player and after a certain amount of damage, the sword suddenly detaches from the hand. It appears to be the same exact amount of damage on each attempt. I confirmed this by increasing the damage output of the AI’s weapon and the player weapon detaches from the hand at exactly the same damage amount.

Example. Lets say the AI weapon does 50 damage. At 175 damage the weapon detaches after 4 swings.

If I increase the AI damage output to 100, the player weapon detaches after 2 swings.

I have no idea what is causing this…