Set weapon rotation of socket in ShooterGame

I am looking at the ShooterGame example. In this example, there is a weapon socket on the third person and first person mesh for where to attach the weapon. BUT the location and rotation are zero. When the game starts, the weapon is aligned properly.

Where in the project (c++, BP, Animation BP, etc) is the correct rotation being set for the weapon so it appears correctly when the game starts?

I think I found the answer in the ShooterWeapon.cpp when weapon is detached then re attached to the character mesh.