It was not so difficult after all. Just added a ReduceHealth(float amount) function to RPGCharacterBase class which is UFUNCTION(BlueprintCallable) that sets a new health by calling AttributeSet->SetHealth(newHealth); and then make a Custom Event in the BP_PlayerCharacter that calls the “Reduce Health” function in RPGCharacter Base. Then you just have to call “Get Player Character BP” and call the “Reduce Health” function from whichever blueprint you world like. Works like a charm