Best technique for projectile collision with a dynamic shape?

I’m trying to create a projectile actor to handle collision for a ‘flame wave arc’ type of attack: (hopefully this gif animates, it’s a box-shaped wave that radiates outward over a pie slice from the attack origin point)
Some things that came to mind:

  • cobble together a bunch of sphere or box colliders to approximate the wavefront shape; seems messy/inefficient - it would suffer reduced resolution at larger distances
  • create a static mesh with a convex hull that can be scaled for the wave front shape; although the thickness would increase with the scale, so being able to jump over it is unreliable, or similiar issues

Maybe there is a way to animate the collision geometry of a mesh component?