Weapon Animtaion HELP

Im working on a game prototype and i have a weapon the splits apart ad becomes separate weapons.i am hoping that some one could point me in the right direction of applying this in UE4.
I was thinking that i would parent bones to the weapons.
but would that mean that i would have to export a separate animation just for the weapon animation?

This is a type of question that really does not have a common answer as it’s based on the current state the player is in.

The first step as to character model and animations system design is to first established the rule sets required to control the character as to expected behaviour the build what is required based on the rules.

1st rule. The current state of the actor is an absolute and what is more important is how the actor gets into and out of the current state and into the next.

Once the logic is set what is required is a list of questions as to expected behaviour.

Does the player need to move and if so what kinds of movement behaviour?
Does the player require access to different weapons or just a select few?
Does the player need to interact with world space?

On and on and on.

Once you have the requirements on paper you can then figure out the animation migration pathways that would be a best fit for your design.

For example for our game the player needs access to a unlimited number of weapons so the migration path has insertion points for animation takes and montages. The animation BP then casts to an actor BP that contains all of the necessary data points for animations for 1st,3rd as well as weapon animations to be synced. Included is the required sound cues so the only demand on the main animation BP is locomotion with the necessary action states coming from an actor BP based on current weapon or object selection. The Shooter template makes for a good example as to weapon selection.