What I’ve got that works really well. It’s similar to your setup except that it uses a single hit-box mesh on the character and scales it to fit the attack, making multiple attacks very easy to use. (We also use a full cylindrical and turn that on instead for full AoE attacks)
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A half-cyllinder hitbox attached to the front of the character. It’s shaped to cover the slash area in front of him.
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Then I scale it the size I want and record the relative location/scale for each attack.
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There is then an overlap event attached to the hitbox that checks for enemies.
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When the character does the attacks, it sets the hitbox to the sizes I recorded above based on the attack, and enables it’s collision for 0.2 seconds, effectively “hitting” all enemies in the attack range. It works extremely well and gives that nice gamey feel of everyone in the hit-area being hit at once. Plus you can easily see and adjust attack sizes using the hitbox in editor.
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We have a “debug mode” that can be toggled on, which in addition to other things, also makes the hitbox visible when it activates. This way it’s very easy to see the actual hitboxes in game. (can’t do that with capsules/collision shapes)