The Character: Hold object Action can be used to parent an object to their hand bone transform. You must also, however, define that bone transform in the character's Inspector. The included 3D Demo game's player, Tin Pot, is provided as a practical example.
So what is the problem, exactly? That the rotation is incorrect?
If you attach a Moveable component to the object you want the player to hold, then you can use the Object: Transform Action afterwards to set the rotation to whatever you need.
The better way, however, is to create a separate "hold bone" GameObject that's a child of your character's hand bone, and assign that as the character's hand bone transform in their Inspector. That way, you can set that bone's rotation / position exactly, without interfering with the actual hand's animation.
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If you attach a Moveable component to the object you want the player to hold, then you can use the Object: Transform Action afterwards to set the rotation to whatever you need.
The better way, however, is to create a separate "hold bone" GameObject that's a child of your character's hand bone, and assign that as the character's hand bone transform in their Inspector. That way, you can set that bone's rotation / position exactly, without interfering with the actual hand's animation.