I think gdtv have a blender course on here.
This isn’t the kind of work you would really do in unreal. The reason why these Paragon assets are bit finnicky like this is because they use a slightly different animation system. Here, we’re essentially kitbashing together the shooter to be demonstrated how all the various C++ components of a simple shooter game come together.
There’s a few lengthy tutorials regarding various methods different creators have tried to get around various issues of adding and removing weapons from Paragon assets. Wrait or whatever his name is probably one of the easier to use!
As a c++ developer the essential part here is learning how to do the whole binding rigging part yourself in Unreal, but in a professional environment, you’d be using bespoke assets from dedicated artists where this had all been done in blender/maya/the other one. There’s quite a few tutorials online regarding specifically working with these assets.
There are a few options with making custom poses, retargeting, various options with control rigs, you can just delete the weapon and get another one that’s a better fit. You could probably get a fair bit of mileage out of just a more complicated animation blueprint than you have at this part of the course.
Ultimately though if you want to get a ‘proper’ solution you’ll need to open up and learn some stuff in blender, which is outside the scope.