Attach animated skeletal mesh (clip) to animated skeletal mesh (weapon)

To keep it simple, I have a clip with a 7-state 1D blendspace. One state for each round expended.

The clip holds seven shots. For each shot, I want it to play to the next stage in the blendspace—and stay there until the next shot or until the player reloads.

When the player reloads, I want the clip to fly off. The gun dips, and when it comes up, I have an animation for a fresh clip.

I am very much a beginner, but for what it’s worth, this is what my blueprint looks like:

Here is the viewport bit, if it helps… I’ve created a component within the gun itself, but tbh I’m really not sure where to put it to make stuff happen. It’s at least visible in-game, but idk how to make it eject, reappear, or animate…

I did not create it, as this is a game project for school, but the year is over and I’m trying to improve upon it on my own since most people have kind of left… I’m just the rigger and animator, but in trying to educate myself I can’t find anything that describes the problem i’m trying to address…

I’m not sure if I’m even looking in the right place… If you can help, I’d really appreciate detailed answers, too, so I can get a grasp of where the things you’re talking about are…

Thanks in advance!