Player not being damaged on hit?

I don’t understand why other players/ rigs are not being damaged when being hit with the part.

local TS = game:GetService("TweenService")
local DS = game:GetService("Debris")

game.ReplicatedStorage:WaitForChild("Hollowfire").OnServerEvent:Connect(function(plr, eventtype, g, g2)
	print("Got function")
	local Character = plr.Character
	
	if eventtype == "Proj" then
		local Start = Character["Right Arm"].Position
		local End = g
		local MouseCFrame = g2
		local Duration = (End - Start).Magnitude / 80
		
		
		local Hollow = game.ServerStorage.Part:Clone()
		Hollow.CFrame = Character["Right Arm"].CFrame
		Hollow.Hitbox.CFrame = Hollow.CFrame
		Hollow.Parent = workspace
		
		

		local HollowTween = TS:Create(Hollow, TweenInfo.new(Duration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {CFrame = MouseCFrame})
		HollowTween:Play()
		
		local Damaged = false
		
		Hollow.Hitbox.Touched:Connect(function(Hit)
			if Hit.Parent:FindFirstChild("Humanoid") and Hit.Parent.Name  ~= plr.Name and Damaged == false then
				Damaged = true
				Hollow:Destroy()
				local EnemyCharacter = Hit.Parent
				EnemyCharacter.Humanoid.Health -= 10
			end
		end)

		DS:AddItem(Hollow, Duration + 0.1)
		print("Finished")

	end
	
	
	
end)

is only used in R6 rigs. The R15 rig has 15 instead of 6 rigs and the “Right Arm” is separated into 3 parts now. Just do:

Character["RightHand"]

or

Character["RightLowerArm"]

my game settings is in R6, but I noticed that when I go up close to a rig and use the ability, I get this error

ServerScriptService.Script:28: attempt to index nil with ‘FindFirstChild’ - Server - Script:28

However I don’t understand how my if statement is incorrect.

The Hollow.Hitbox object probably isn’t being moved with the Hollow object, and if it is then I suppose it could be that .Touched doesn’t fire between objects that where neither are handled by physics (both anchored objects)

Due to the network behavior of .Touched, I’d also recommend looking into raycasts & spatial query in the future