You can hopefully in the video see that it looks like it goes through the equip or unequip animation properly but then some value is incorrect that send it to the default idle instead of the weapon specific idle animation. When I am in the bad state I can swing the weapon but it always goes back to the bad idle state. If I aim with the weapon it will then transition to the correct idle. I believe this is because in the transition from Aim state to Idle state I am satisfying the conditions properly but the transition from Any State to Idle the conditions are not met. I have notice that the Slot0ItemIndexStateChange trigger does not enable properly so I suspect this is ultimately the cause of my issue, however after some debugging the Set Trigger call is being hit. Since the SetTrigger is taking in a hash value it is difficult to be sure that the value is correct but I did check the hash creating call and the string provided does look correct and no changes have been made to the animator. It should also be noted that the Slot1 trigger looks as if it is operating properly.
FYI: I am using the demo First Person Arms animator without modification, we have put a new mesh on the Nolan FPArms rig
Thank you in advance for your support.