@ben4886 You can use the GetWeaponType function from AC_Interact and check whether the current Weapon Type is set to Unarmed. If it is, so can trigger your punch or kick animations.
For the actual hit detection, you can add Box Collisions to the character's hands or feet depending on your needs. During the appropriate part of the attack animation and Apply Damage.
I would also recommend enabling the collision only during the actual hit frames of the animation and disabling it afterward, rather than keeping it active all the time.
@mbthecomposer Are the Motion Warping setup and Contextual Animation configured correctly? If the Motion Warping Notify States and their values are set up properly, both characters should immediately rotate to face each other.
I haven’t tested this myself on the Classic Framework yet, but @ben4886 is the one who added this feature to CSHF. Ben, do you have any thoughts on this? Any idea why this might be happening to Michele?
@farshad @mbthecomposer Can you share a screenshot of how you have blueprint set up?