Event dispatcher between 2 blueprints

Even though the explanation from Everynone is good and precise what you were missing in those pictures, you wrote that you have two ACTORS. My point is that in order to use input event like you input “P” you need to have a pawn that is possessed by your controller. That being said, your actor will never receive an input P event, hence the not printing P_Pressed and the rest. If you want to use that only for testing I suggest to create a custom event instead that input and set it as call in editor. With that you can just click on that actor in either scene or world outliner and there would be a button named as that custom event.