First suggestion would be to post your relevant code directly onto the forums. Read this page, if you’re not sure how to do that (which it seems you’re not): Using code tags properly
First, one idea is that you can have your player be the one that determines/deals the damage (not the other hit object taking it, if that makes sense). This way you can get the animation info from the player.
You have a few options for the animation, I think.
1 - One, on a hit (trigger/collision) , check if the animation is in the attack state (or whatever it’s called).
2 - I’ve never used it personally, but use the animation behaviour to set a bool when you enter the state, and set it back to false upon exit. Use this bool to determine if you’re “attacking”.
Side option, one I think I’d use but never actually have … Is to check your ‘strike’ area/angle when you attack, and deal damage to relevant targets if they’re visible/in range/etc… This would mean the collider isn’t even relevant, if that makes sense.