How can I make a beam go between sockets when spawning particles through anim notify in montage?

What I’m trying to do:

I’m trying to have lightning flow between my character’s outstretched left hand, and into his right and then on to a weapon contained therein.

What looking elsewhere on the internet for answers tells me:

And there are a bunch of resources for how to build a beam particle-- Beam Typedata, set Beam method to Target, set Source and Target module, method set to actor, set source/target name and then the appropriate socket-- reasonably simple.

Where I think I’m falling down:

For getting the source and target, the only versions I’ve seen have either been static (creating an object and setting instance parameters with specific names, eg BeamSource and BeamTarget) that conform to the relevant actors-- or they’ve been moderately complicated blueprint setups. For reasons, we’re trying to set this up through a montage sequence, but there doesn’t appear to be a way to specify either a blueprint or instance parameters. And when I specify SourceName “None” and just give it a socket, it doesn’t seem to look for the matching socket on the character to which it is attached.

Is there a way to make them function sort of like the “Bone/Socket Location” module, so I can reference the Hold_L and Hold_R sockets on this character?