Real Time Collisions: Attacks, Hazards, and others

Thank you very much for the information, I’ve watched your videos when I was investigating at first and I just re-watched them just in case. Due to my lack of “having an animated 3D model where I can attach collision volumes to” and the roadblock I’m facing concerning the creation of a prototype “basic sword slash” style attack with that limitation, I’ve got some follow-up questions if you don’t mind:

1 - I never heard of this “Solus”. What is it? Google tells me too many possibilities.
2 - Is it possible to animate in 3D with an external program an “invisible” attack using dummy points/boxes that will not be rendered so that I can use certain points as “sockets” to attach collision volumes in Unreal?
3 - Alternatively, is there a way to define, for BP Actors/BP Actor Components in Unreal an animation either frame by frame or through keyframes using the tools already provided within the engine? I’m particularly looking for a simpler, more “developing time-efficient” solution than “define each collision volume for each frame as components for an Actor that will be the attack, then count “frames/time” and activate/deactivate as needed, in order to reproduce the corresponding pack of collision volumes each frame”.

Thank you very much in advance again.