Going by what you are writing, it sounds like you have little experience in this kind of task. I can try explaining it, but what you are trying to do is not a begginer’s project and I can only help to a limited extent if you don’t know Blender or Unreal well.
1 - Modelling the hand.
There are some options here. You could make the hand by yourself if you have the skill. If you don’t know how, you could search for some hand modelling tutorials, but a hand is not easy to do well and you would ideally need a few months of experience in 3D art before even attempting that. If you don’t have the time to learn, then you could try finding or buying an existing 3D model of a hand.
2 - Texturing.
Usually, this would be done using sculpting and painting for an organic model like a hand. Those are large parts of the 3D process and I can’t just explain them in a post like this. However, If you have found or bought an existing model like I mentionned, it might be already textured.
3 - Rigging.
You would need to know Blender’s armature system. This part won’t be that hard for a hand as it’s one of the more straightforward parts of the body to rig (you just need to be careful to place the joints in the correct spot, the base of the fingers starts a bit inside the hand).
4 - Creating the poses.
Most people who animate for game engines create some pre-defined animations and the game engine blends between them depending on what the character is doing. Unreal does have this ability too, usually using animation blueprints (I am assuming you know how to make characters in Unreal, if not, then you have a lot of learning to do before you can even think about doing this project).
I would animate the hand in Blender so that it stays still in the first pose for a few frames, then change to the second pose, hold the second pose still for a few frames and so on with every pose staying still for a few frames as part of a single long animation. Then you can export that long animation to Unreal and chop it into short sections there, with each pose actually being stored as a short animation without any movement.
5 - Exporting
Unreal can take animated characters in the .fbx format. Just make sure you check the options to export animations. You will have to re-do the materials, as the 2 softwares are not compatible in that aspect.
For everything to work correctly, Unreal expects characters of a very specific scale. If I recall correctly, The units should be set to meters in the scene settings, but the “unit scale” slider should be set to 0.01 (you may have to readjust the clip start/end values of the viewport too after this drastic change of scale). Then, you adjust the size of the model so its size values are plausible.
(I hope I got all that correct, that part of the process isn’t exactly intuitive)
6 - Programming
For that one, you should get the help of a programmer (especially one who knows Unreal), as I won’t be able to help. It sounds like you want to make something that isn’t quite standard, so you may need some more advanced programming done to make it work.