Communication in class BPs, call events and functions of a blueprint from another

I’ve done it, the second image is a zoom in the end part of the first, when i actually do a cast and try to call the event. For the first thing, well yea i apply force just to the sprite because the add force is oriented on primitives, not on actors or scene components, so to use a function that add a force i have to use that, even if i could use set actor location but it hasn’t the behaviour i expect. To fix it i use set actor location, so the “rest” of the actor (the actor itself, the scene root component and so it’s transform ecc follows the sprites moving the entire actor, a very dumb code but works, and the performance are good (obviously). I want to call it as i can reset the ball to initial position on each point gave either to player or enemy, because i do not spawn the ball, and i don’t want to change it to a spawn behaviour, as i built different scripts to work via references (enemy ball z tracking ecc) and i should change everything and i don’t want to.