Using a Blueprint Class to store Hitbox Data

Overview
I am trying to store Hitbox data for 2D Sprites, which can be accessed by any Actor that using the Sprite Animations.

What I am currently trying
Currently, I created a new Blueprint Class for each Sprite Animation.
Within each Blueprint Class, it contains the following Components:

  1. PaperFlipbook
  2. List of Box Collisions

Illustration:

Each Blueprint Class also contains some frame data for that animation e.g. animation cancellable frames (integer).

Problem
I am trying to access the Box Collisions from another Actor Blueprint to get various information stored within the Blueprints mentioned above, as a Class.
The obvious problem is that you cannot access component info, specifically the Box Extent of each box if its references as a Class.

Additional Info
The reason I wanted to place them in individual Blueprint Class is because:

  1. Its easier to place them in Viewport in order to adjust the box collisions
  2. If I place all of them in a single character Actor Blueprint, it will look messy.

Question
How do I make it such that I can access the Box Collision Component parameters?

I am open to any other solution as long as what I stated in the Overview can be achieved, so it does not necessarily has to be done in my roundabout way.

I am currently considering just spawning each of the Blueprint on scene where it cannot be seen just to reference it as object, but I am not sure if its wasting resources unnecessarily.

Source
The Sprites were downloaded from: