It doesn’t matter if single or multi
It also doesn’t matter if you do it the inefficient way cuz that’s the way we learn
Your Character, Ball and Level exist in a 3D Space
You can place a trigger box (or even a normal rendered box! It doesn’t matter) beneath the “bat”
You don’t need the Level Blueprint as you can trigger an action in many different ways, but Level Blueprint is okay too for a lil project like that
Remember - there’s nothing wrong about our creations! If those do not work as intended then it’s called art 
Anyway, here some steps for you as a homework:
Create a new Actor and call it “void” or “killah triggah”, what you just like
To the Actor add a Box Collision, place the Actor in the Level and rescale so it surely will always catch the Ball below the Bat
Now when you have the Box selected - scroll down its details to find Events - On Overlap Begin
Now from the Other Actor pull out and find “cast to YOUR BALL-BP NAME”
This cast will fail if any other Actor touches the trigger and it will skip doing the code
But if it’s successful - you wanna know about your hearts etc
If you are using a pawn - Get Player Pawn → Cast To YOUR PLAYER NAME
Or if you’re using a Player Controller - Get Player Controller → Cast to YOUR CUSTOM PLAYER CONTROLLER NAME HERE
You can think about the cast like a filter, it will go only if Object connected is correct AND it was in fact what you casted to, otherwise you can make exception code for “Cast Failed”
Once casted - you have FULL ACCESS (almost) to the BP - you can run functions that are there, get info about components, variables, change them etc
So summarising:
New Actor that will look for the Ball is necessary (not really as this can be done in many various ways)
Using it’s built in Events for Overlaps we check (with the Cast) what was the thing that passed through
Now as you’re sure it’s the ball - you have access to it! You can destroy it, replace, run game over or whatever you like
Also you can access your Player st any time with the simple cast I mentioned above:
Get Player Pawn → Cast to your Custom Player Pawn, that blue pin the Cast is holding has all info about the BP 
Hope this got a lil bit more clear 
Also if you wish - here’s how to open doors on integrated Trigger, as well using a totally separated actor
There are obviously more and different methods for everything, for now you just have to learn about them 