Override Actor Component functions in Owning Actor?

But are you trying to do this to work on runtime or just for Blueprint Assets in Editor?
I mean, doing it that way you’ll only be able to call those functions through UProperty Reflection…

The Actor would have to check it has that function, if so, then call it… Otherwise search its Components and if found the function there then invoke it.
That wouldn’t be too much headache if you use the “ProcessEvent” API once you have found the function and decided if Actor or Component should call it.