Destroying a component from a different blueprint with Overlap

Well, I’m trying to make the main character (ball) die (by destroying it and spawning a destructible mesh instead) when it touches a component (Square) from a different blueprint (Enemy) like so:

I’ve been trying call a reference of the SquareComponent of the Enemy class and checking if he is touching the BallComponent of the MainCharacter class but I don’t know if I’m not doing it well or if it just won’t work…

You can use tags and also blueprints communication (casting) to send info to one bp to another. Take a look at this! Direct Actor Communication Quick Start Guide | Unreal Engine Documentation