What is the best way to do melee weapon collision?

Thing is that with that approach other problems arise. You can put a box around the object, but then I won’t be getting the impact normal and other useful things. Plus, a box is a kinda crappy way to detect collision. I’d rather use some sort of more “automatic” way.

I do need to get the impact location and all the Hit Result stuff, so using a box or a sphere isn’t the way to go for me.

So, for this frame-to-frame sweep, you store the position of each socket on current frame (except obviously the first frame compared as that one doesn’t have a “previous frame”) and in the next frame you make the spheres extend from previous frame position to the current?

So, like this? (Crappy paint drawing incoming)

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Then you check if something has been hit. If it has been hit you include it in a “Exclude actors” so you don’t hit the same actor twice in the same animation. Is that right?
However, I feel that this is kinda cheap as the weapon doesn’t really extend that far. Can’t you do like a hit test with physics? Like if I make my weapon a skeletal mesh, wouldn’t I be able to use the actual mesh as a collision component or something?