Collision fidelity on meshes not acting as accurate hitboxes?

I want to use a mesh as a hitbox, that way movement of my character is accurate. However, I’ve tried all 4 collision fidelity types and they all result in the same thing.

Before any suggests I use a part as the hitbox, if I have its CanCollide false, then it does same as above. If I have CanCollide true, I get awkward hitboxes