don’t use that syntax please! it’s a C-style cast which can lead to horrible runtime errors.
use that instead:
static_cast<const FPointDamageEvent*>(&DamageEvent);
ensure that you can cast that though. usually in C++ you check it by dynamic_cast instead (which is similar to unreal’s Cast) but it leads to compiler errors in this specific class, so you can use
if(DamageEvent.IsOfType(1)){
to check it before casting. 1 means point damage. 2 means radial damage etc. check the definitions to know more types.