Very quick question about animations and weapon(swords) interactions

I know this is an extremely basic noob question but I have never been able to find a direct answer to it:

Where/How is the interaction with a character’s animation done for swords?

For example, I made a butterfly twist animation for the UE mannequin (in blender) and my end goal for the implementation in my game is to have him pull out two katanas mid-spin.

Is that done in Unreal or Blender?

I also at some point want him to be throwing out Kunai and shurikens (will be registered projectiles) during the windup and while he’s spinning, is this the same concept and where would that be done as well?

I apologize if the answer is in my question or anything stupid like that, I’m brand new to Unreal but I know how to animate, so I’m trying to get some of my animations knocked out before I really jump into Unreal. That’s why I’m jumping the gun (pun intended) on this topic.

Thank you in advance.

There are a few ways to go about it, but what I would suggest is making the animation of the character in blender, then using a NOTIFICATION on the animation in unreal to spawn the objects at the appropriate times. For example, set an notification event marker in the animation so at the half way mark, two katanas are spawned and attached to sockets on the characters hands.

If you’re not familiar with notification events and sockets:

Of course other people might have a better way of going about it, this is just how I would handle it, and it works pretty well for me.

Yeah thats the answer I got from someone else. I might have the Katanas scale up from his palms though which I know now will have to be done in Blender. Thanks for the answer though. just reinforced it.