You’re correct that it’s the delay node that blocks the execution of “Enemy Jumping Down” for the second enemy.
The absolutely simplest fix for this would be to just move the delay into “BP Enemy Base” instead.
If “Enemy Jumping Down” is a function and not an event it wouldn’t work though since functions doesn’t allow latent nodes. If that’s the case you can add a new custom event in the enemyBP that first does delay and after calls “Enemy Jumping Down” on itself.
If you still wish to control the delay-time from your box-blueprint you can add time as a float-input to the custom event and plug it into the delay node.