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?
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?