Hitboxes for Fighting Game?

In UE4 equivalent of hitbox is so called volume, which is just Shape Component (Box, Sphere etc. Components) on which you can detect collisions and overlaps on them, thing is they are 3D, but shoiud work in 2D game too, just ignore one of axis. Tehre also Paper2D, i remeber hearing idea from someone (dont remeber how) on Epic stream, making fighting game with 3D models just using Paper2D for physics, i know he also been posting in the holy temple of fighting games akaforums about his small project. AS i’m not mistaken there 2D paper examples in marketplace, you might explore that

Me and my team are making a fighting game that is similar to Mortal Kombat and Street Fighter, it involves 3D characters on a 2D plane, I wanted to know how do I setup hitboxes or good collision detection?

Thanks! Any actual tutorials on this “volume” or any tutorials on physics as a whole? (For characters and human models) because all I can find is physics tutorials for 3d meshes like random boxes and rocks.

Well it nothing complex, you create box component and bind overlap event or check if there any overlapping objects (considering you will use those box components just to check if something is there), not sure if you use blueprint or C++ heres blueprint node:

Also link to blog post about collision filtring:

We did one too, in UDK: we went for a custom physic engine written by us, based on “virtual boxes”.
Simply you hold the boxes data on your structure, and never use anything spawned in the world.

We calculated every box’s position based on the player location, and then checked for collisions.