Watching your screenshots it should work, you can replace the point damage events with “receive damage” and “apply damage” and see if it works? I would check with a breakpoint if the correct actor (in this case the pawn) is the target of the “apply damage” node.
The apply damage is basically an interface that unreal already has implemented, and yes it’s easier to replicate since it already has the default authority and variables. Having a BP interface would result in the same thing though, would just take more setup time I would say