Left Hand Socket…
IK_LeftHand socket is positioned exactly where I want the palm of the left hand to rest. I use the closest inline bone as the parent (b_gun_muzzleflash).
Weapon Parent Class…
The characters l_hand bone is in the wrist. This makes the wrist snap to the IK_LeftHand socket. Thus an offset is used to shift the wrist outward until the palm is at the socket position.
I have a Weapon Config Struct in the weapons parent class. It has a Vector variable for the offset (LeftHandIK_Offset).
Character AnimBP…
In the character anim event graph I have a function that updates the transform. This function is called every frame by executing it on the Event Blueprint Update Animation node.
FABRIK…
This vid shows you how to get a good offset value for the IK_LeftHand vector.
NOTE: You will need to do this for each unique weapon.



