Try this format instead :
if (HitActor && HitActor->Implements<UDamageable>())
{
GEngine->AddOnScreenDebugMessage(-1, 0.1f, FColor::Cyan, "Hit an actor");
// Call static Execute_ function with target object as first argument
IDamageable::Execute_TakeDamage(HitActor, WeaponStats.Damage, OwningCharacter->GetController(), this);
}