I’d agree with Rama that you’re probably best off implementing something along the lines of a “On Missile Fired” blueprint implementable event and then binding the E key to a C++ function that fires that instigates that event.
However, for fun and education, there are a couple of ways you could do it, though they aren’t the prettiest
An example is if you iterate through your input component’s Key or Action bindings as appropriate and find the binding you could then manually call .Execute() on the Delegate associated with it.
I scraped together a probably awful way of doing it but it worked for me.
The console allows you to trigger Custom Events by entering “CE eventname”. In my level blueprint I added the custom event “Fire Missle”. To execute the console command from c++ I did: