Vahlok
233
I couldn’t help but notice the use of the word “hit box”.
The more appropriate terminology for it is “collision skeleton” or “collision box” (although the description can be misleading).
In creating things, those are invisible assets added to complex mesh objects for physics detection.

Many times in the past those very hit boxes have been a nightmare. i.e. Getting stuck inside the King Rhino was one of the worst. (I’m sure many remember that one). If you’re watchful, occasionally seeing a hit get registered before actual contact of the weapon or object or registering late (after the hit). ((single thread issue in mutliple threads trying to execute at the same time in SQlite with the UE4 Physics engine))/ You can see why the more complex a scene gets (especially when more players are involved … it gets very complicated and troublesome).
They most likely use the same basic shape for that purpose, but you’ll never see the hit box unless you have the right program that will let you see it (Might be in the dev kit, but I don’t know). The simple, most basic shape is always a box for each primary mesh piece: Such as head, chest, upper arm, lower arm, buttocks, upper leg, lower leg and foot (each side).
it’s the same for other weapons as well. But each category of objects have similar collision boxes with some variation.
Sorry for the side track. I’ll butt out now.