#Solution
pDestructible->DestructibleComponent->ApplyDamage
or
pDestructible->DestructibleComponent->ApplyRadiusDamage
/*
UFUNCTION(BlueprintCallable, Category=Destruction)
void ApplyDamage(float DamageAmount, const FVector& HitLocation, const FVector& ImpulseDir, float ImpulseStrength);
// Take radius damage
UFUNCTION(BlueprintCallable, Category=Destruction)
void ApplyRadiusDamage(float BaseDamage, const FVector& HurtOrigin, float DamageRadius, float ImpulseStrength, bool bFullDamage);
*/