Sounds like the title of a metal song,.
Yeah, you can use the same boomerang. That method will involve detaches and carefully timed use of delay to let it go from the hand and look right. I essentially copied the boomerang bp, stripped out the rotating movement component and copied its logic and disconnected it from fire. Tried to apply the same logic in the character bp. In your Event Begin play, spawn the boomerang, and attach it (preferably to a boomerang socket in the right hand). After you spawn it promote its output to a variable / OBJ. However you normally throw it, this is where the copied logic from its actor bp comes in and tries to simulate threw detach and attach what that other bp was doing. I used a set timer to simulate a fast firing event tick because in this bp my event tick was in another country. I had to choose .001 for its rate else it did not look smooth, but it would look as smooth as before with an event tick.

