Sorry for the late reply, forum never showed me this post.
For the spawning, if you want to make it super easy on yourself you can have a grippable collision component with grip type set to “EventsOnly” that will only throw the OnGrip and OnGripRelease events and you can use those to trigger your spawn. Gripping the spawned object then can be done normally by calling GripObjectByInterface with the calling grip controller that is passed in with the OnGrip event, the basic gripping section of the website tutorials covers that.
You can also call one of the example pawn functions to grip the object but hand coding this section into the spawner base class may be better for your uses.
Bow and arrow works essentially the same as the vr template. For the rear string you can just have a grippable component there to drive things off of if you want. If you want the bow to orientate with the rear hand (rotate) you can AddSecondaryAttachment when gripping that. You could also just have it be a secondary attachment socket on the bow bone there and drive everything off of OnSecondaryAttachment events, really up to you.