You sent me on the right track fraps! I had to case Hit.GetActor() instead.
Here’s the code:
if (bHit)
{
DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 2.0f);
DrawDebugBox(GetWorld(), Hit.ImpactPoint, FVector(2, 2, 2), FColor::Red, false, 2.0f);
ASentinal* Sentinal = Cast<ASentinal>(Hit.GetActor());
if (Sentinal != nullptr)
{
Sentinal->Death();
}
else {
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, TEXT("null"));
}
}