Oh got it, It is not actor but actually another pawn sorry for that.
So enable input won’t work cause pawns only receive input from its controller which is AI controller.
We can posses AI but it’s not what we want I assume since AI is doing movements etc, you are just trying to do an interaction with it on TargetAI Side. Correct me if I am getting this wrong.
So to put you to the right direction , you can do this 2 ways.
1: You tell target AI that IsInteracted
2: AI Listens player for interaction calls.
I will suggest you to go with 2. Why ? It’s more elegant and that approach can be extended more nicely.
1- Create an event on your player.
You can create an event by + icon in bp in the events section

I named it as TryInteract and dragged event on my graph then call it on IA_Interact.
An event can be listened by many things.
2- On my AI on begin play, get player pawn and cast it to its class (mine is BP_ThirdpersonCharacter)
This simply enables us to know the class of player. Since I have this I can do a lot of things with it.
Like I can bind onto the Player’s TryInteract() event and listen that on AI side.
If you want to extend this we can do an interface that you can implement to any AI or Actor. Also you can find pure BP but somewhat robust interaction design over here. : How do I add the "E" prompt to a movable object after I aim my crosshair in it? - #10 by RedGrimnir
Let us know further questions around it if any.


