If your enemy is a humanoid character, to accurately represent the animations and weapon orientation towards the player, you might have to use aim offsets with the animations. But first it would be best to concentrate on the getting the projectile to spawn. Once that’s done, then you could move on to having it move in the direction of the player and finally the animation part.
If the weapon event is not getting called, then it might be because the ‘weapon task’ variable you have in the task do not contain a reference to the actual weapon. You could try out one thing. Just connect that weapon task node to a ‘Is Valid?’ node. Connect it’s yes output to your ‘Pull Trigger’ event call and the no output to a print string. If it’s printing out string, then it means that the weapon task variable is holding a null reference and hence not able to call Pull Trigger.