Quick answer: Add the interface under Class Settings, implement the event in the implementer, recompile all implementers after any signature change, and call it through the interface message node, not a direct cast.
You created a Blueprint Interface and added a function, but the node is missing on the caller or the implementing actor never responds. The interface contract is not fully wired up.
How to fix it
1. Add the interface to the class
On the implementing Blueprint, open Class Settings and add the interface under Implemented Interfaces. Then the interface events appear in the My Blueprint panel to implement.
2. Implement the event
Right-click in the event graph and add the interface event, or override its function. An interface declares the contract but does nothing until the class implements it.
3. Call via message node
On the caller, use the interface Message node (which no-ops safely if not implemented) rather than a hard cast. After any signature change, recompile every implementer so the call binds correctly.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.