I’d totally change the structure of how you are going about this. Since these are unique features for this particular level, I’d be utilizing the level blueprint to control the logic and execution flow. This makes it easier to reference specific actors/objects in the level, rather than having to create those references and possibly even have to cast to the blueprint class (this can create a large reference chain which isn’t good).
As for the actual projectile/attack, I’d have a blueprint class for that, which carries the logic needed for the attack including moving in the appropriate relative direction. Then the level blueprint would spawn the attack at a given location, and you’d just need to make sure the spawn rotation is correct, for it to move in the correct direction.