You need to solve a differential equation for this, because at each simulation step, the ball will lose some linear damping of its velocity (and, if rolling, some friction.)
There’s also a question of how quickly you want the ball to get there, and whether you want it to get there and stop, or just bounce along afterwards.
If what you want is just to bounce at the target, and then keep going, and you are flying in the air with minimal dampening, then you can calculate the trajectory as a parabola.
Pick an angle upwards that you want to shoot the ball (there are actually infinitely many of these) and calculate the upwards force such that the acceleration over time reaches exactly the negative of the initial velocity at the arrival point, then make the total velocity such that the ball gets to the destination in exactly that time.
Then, turn velocity into impulse – which is hard in UE physics because it doesn’t use a fixed time step. You can cheat by clicking the “set velocity, not force” checkbox though.
So, in math:
The time of flight is t
The movement in XY is exactly d, so XY velocity is d/t
Gravity is g
The initial upwards velocity is vZ (you get to pick this)
This means that the time of flight comes from (2vZ = tg)
So, the initial velocity you want is V = (d/t)(XY)+vZ(Z)
So, the initial impulse you want is V * mass / impulse-length