Viewmodel seems to have different "World" coordinate system than World

I’m working on a first-person ledge climbing animation similar to overwatch or DOOM. The way it works is by drawing a sphere trace in front of the camera and seeing if it overlaps with objects of a special Trace Response. I have tried to spawn actors at the location of the hit from the break hit result node, and they always are a constant distance from the edge. When I go to the animation BP, which gets the height variable from an Blueprint interface, the hands expectedly have an offset. So, I tinker with a constant, until it works for a ledge of a certain height. However, different ledges will offset the hands, not to its original height but nowhere near acceptable. I’ve tried adding lookat rotation>xvector by actor location of the capsule in world space and just using component space. If you have an idea of what could be wrong, shoot.
Thanks
-B