Quick answer: Drive the active window from an AnimNotifyState placed on the swing frames of the montage so the hitbox follows the animation exactly.

If your sword connects a few frames early or late, you are probably toggling the hitbox from a hardcoded timer instead of the animation itself. Anim notifies bind the active window to the actual frames of the swing. Here is the fix.

How to fix it

1. Use AnimNotifyState for the window

Add an UAnimNotifyState spanning the contact frames of the attack montage. Enable collision in NotifyBegin and disable it in NotifyEnd so the window always matches the art.

2. Stop toggling from Tick

Remove any Tick or SetTimer logic that flips the hitbox after a fixed delay. Those do not respect montage PlayRate and break the moment you scale attack speed.

3. Clear the hitbox on interrupt

Bind to OnMontageBlendingOut or the interrupt path and force the hitbox off, so a cancelled or stunned attack does not leave a live hitbox running.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.