Ahh, i thought you were using a Pawn BP instead of Character BP. With characters where there is a capsule component only the capsule component generates collision because it is the root and you cannot change it. If you are making a plane you should consider using a pawn BP and make your own movement logic anyway, since character BP is best for walking characters(reason why it has a character movement component by default.
Also keep in mind that if an object is going to generate dynamic collisions you should set it to BlockAllDynamic, not just BlockAll.