Casting to actor, cannot call event made in C++

When a custom event is made within a blueprint, it can be called from other blueprints via casting. However, this doesn’t seem to apply to events made through C++. Is there a way to call C++ events through blueprint casting?

Ultimately, the end result is this: I have a variable that stores a weapon actor inside a character class. When pressing input keys, the player casts to the weapon and should run events such as firing, reloading, etc.

I apologize if this question is rather bare-bones, I don’t exactly know what to post here.

Custom event in blueprint is equivalent to dynamic multicast delegate in c++.

You can learn from this how to make [Tutorial] Creating and Using Delegates C++ and Accessing them in Blueprints - Programming & Scripting - Unreal Engine Forums

You can use this by binding the event in any blueprint to your delegate property.
I use this to create a Interactive Component, this comp can put on any object, when the player walk near it will bind delegate property the to one of the event on the object, and when player press E it will execute that event on object, from there u can do any logic when interact if you want.