Maintaining object size when attaching to socket

I’m just getting started with Unreal, so hope u can help me out.

I have those 2 floating weapon blueprints [see picture], sword and hammer. The sword is from InfinityBlades (scaled it a “little” to show my problem), the hammer is created by myself.

When i attach those weapons via “AttachActorToActor” node to my skeleton, the scale and rotation of the blueprints is totally ignored, and they are set to the “SpawnTransform” Scale/Rot value, using the original mesh as a reference.

Is there a way to maintain the scale/rotation of the blueprint when attaching it to a skeleton?

especially if i have multiple objects, all with different scales and maybe axis rotation…