MeleeHitboxModule not following model until after a hit

I have searched for good hitboxes for a while and this one has worked the best so far. The hits are accurate, reliable, and don’t take up too many resources.

Unfortunately, I’m having trouble with getting the rays to follow my model, as they only do so after I’ve hit an NPC:

Here’s the relevant code;
Code registering the hits:

local leftHitbox = raycast:Initialize(stand.LeftLowerArm)
local rightHitbox = raycast:Initialize(stand.RightLowerArm)
local bothHitBox = raycast:Initialize(stand)

local function onHitbox(hit,humanoid)
	if humanoid == char.Humanoid then return
	else
		if barrage.IsPlaying then
			humanoid:TakeDamage(barragedmg)
			humanoid.Parent.HumanoidRootPart.Velocity = char.HumanoidRootPart.CFrame.LookVector * 30
			char.hitlight:Play()
		else
			humanoid:TakeDamage(damage)
			humanoid.Parent.HumanoidRootPart.Velocity = char.HumanoidRootPart.CFrame.LookVector * 100
			char.hitlight:Play()
		end
	end
end

leftHitbox.OnHit:Connect(onHitbox)
rightHitbox.OnHit:Connect(onHitbox)
bothHitBox.OnHit:Connect(onHitbox)

And next, the code calling the raycasts:

		elseif func == "punch" then
			bounce(0.35)
			attacking = true
			if punch == "L" then
				punch = "R"
				leftHitbox:HitStart()
				lpunch:Play()
				wait(0.05)
				stand.Swish:Play()
				wait(0.4)
				leftHitbox:HitStop()
			else
				punch = "L"
				rightHitbox:HitStart()
				rpunch:Play()
				wait(0.05)
				stand.Swish2:Play()
				wait(0.4)
				rightHitbox:HitStop()
			end
			attacking = false

Things I’ve tried:

  • Initializing/Deinitializing the hitboxes when they’re needed
  • Setting the network ownership of the model

Please help, any would be appreciated.