Hi,
I’m communicating on a Google translate basis with you, so you may excuse if I didn’t understand your problem correctly.
It looks like you are working with the Evenet Dispatcher. I would suggest to work with Blueprint Interfaces, these don’t need any Type Casting. By creating a BP Interface you can create a generic communication path betweeen Actors.
In the Class Settings of your Pawn you can add the BP Interface, compile and add the Interface Event (wich would be your getkinko event right now). In the Mushroom you can call the event by message with the overlapping Actor. If the Actor doesn’t use the BP Interface or its event then nothing will happen, so it’s pretty safe in terms of error accumilation.
If you would like to go more safe for the Destroy event of your mushroom, you can add an output bool in the BP Interface Function, that would need to be set to true in your Pawn so the musroom knows it was successfully used. Be Aware that the adding of the output bool will make the BP Interface function appear in the functions panel of the Actor you added the Interface (your pawn in this case).
If you understand good enough english this tutorial should be clear enogh, otherwise the it might gives you the right hints: WTF Is? Blueprint Interface - YouTube
You can also make sure that the mushroom overlap event only gets triggered by your pawn by setting up a custom collsion setting in the Mesh component, so it overlaps only with Pawn collisions.