In many cases it may make more sense to attach collision components (e.g., a box component) to a socket on the flipbook component rather than directly generating collision from source frames, especially if you want some collision regions to overlap while others block
Character movement still relies on the collision capsule, in most cases you want to use a different collision channel for the flipbook than BlockAll to prevent the capsule from getting stuck on the flipbook (move/be blocked based on the capsule, and test for overlap or collision with projectiles based on the flipbook)