Collision Masks should really be called Detection Masks to avoid confusion

No, you have a single hitbox sprite. You create multiple instances of the same object (not unique objects) into the scene and give them each an instance variable, and that variable is what dictates which hitbox they actually are. That’s why you use a “For Each” as mentioned above. For other events you would also use that same variable in conditions to only select the hitbox sprite you want for the event itself.

You’d have to give more context here.

Speaking only as a community member, the devs of GDevelop have mostly indicated they are focusing on making an equivalent to Defold, Unity, Godot, Construct, etc.

Fighter Maker was a special use engine like RPG Maker (by the same company) and really isn’t a example for a general use engine. Similarly, for RPGs there will always be special task things that RPG Maker is going to be better at, and generally the devs would not spend time on something that isn’t utilizable as a more general purpose thing.

To be clear, this isn’t a “No they won’t do this”, its a “it may not make sense to the Devs or contributors from a level of effort vs the amount of interest/value created by adding this”. It’s been asked in the past but only a handful of people showed interest. Multiple mask that can be used individually