Player Damage Hit Boxes

I have been thinking about this for a while and the information I have gleaned is to use the bone collisions instead of the collision box to determin where a player is hit by a projectile (i.e. Head Shot, Leg Shot, Body Shot, etc.).

Is this assumption correct?

Are there any gotchas to doing it this way. Any help is greatly appreciated.

So I have found a few posts that suggested you use the Bone Hit from the Break Hit Result: “Is it possible to check if a bone from a Skeletal mesh collides with an Object?

So I set up my Break Hit Result with a Debug statement:
Bone_BreakHitResult.png

But I am getting Bone Hits of “None”:
Bone_DebugOutput.png

So I found a few more posts that recommend switching off all manner of settings or changing all types of things … problem is half of these are either not possible or I just have no idea where to find the items they mention:
how to determine which bone we hit? – Sorry what … how do you turn the trace response off a capsule component.

How to make projectile hit SkeletalMeshComponent and not CapsuleComponent for Character – Ummmm … nope … that option doesn’t exist for me.

I am using 4.6.1 with the default blue guy and modified FPS Template.

If you are using the FPS template, with just the arms, then isn’t there only arms to hit?

I have added a second mesh that is visible for other players … but you are making a good point … I wonder if the second mesh can actually pick up the mesh hits because of the way the Character is set up.

So basically I have the HeroTPP mesh in the components that is set to “Owner No See”. I then have the HeroFPP mesh in the components that is set to “Only Owner See”.