I would start by creating a ‘Trigger’ Actor BP Class with a CollisionShape Component (Box, Capsule, Sphere) and add a Mesh Component (Static or Skeletal). The CollisionShape’s job is to fire off an event when collision is detected between itself and other another Actor component. The Mesh Component’s job is display the Object’s Visual. Once you have a Trigger Actor set up, you can wire up the Event to do anything when collision occurs.
When the collision is detected, you’ll some critical info: You’ll get the Actor and specific component involved in the collision. Once you have this info, you can provide to event to do something to the Actor/component that collided with the trigger. ie buffs the character attack damage.