If you already have the sword set up for the controller then you are half way there. For damage just attach a sphere collision to the sword and off that have on begin overlap or onhit. Cast to the enemy A.i and if true apply damage. For blocking say using a shield again have an sphere collision attach and make it the same size as the shield and have an overlap event cast it to the sword and if true cause no damage.
I agree with Tir na that for a simple setup that should be all you need. For my project I used 2 sockets and do a line trace by channel between them looking for hit actors, off the top of my head I don’t recall necessarily why i went this route vs just a collision sphere/box as I haven’t had time to work on my stuff in quite awhile…