UGameplayStatics::ApplyRadialImpulse and Launch

Starting from a World location I can do this:

UGameplayStatics::ApplyRadialDamage(World, Damage, Hit.Location, ExplosionRadius, UDamageType::StaticClass(),
actorsToIgnore, this);

But in order to AddRadialImpulse() and LaunchPawn() I have to use OverlapMultiByChannel and cicle for each of the elements.