You could also call a function with the ChildFamily.UID that collided, and in this function pick the parent by UID using the UID you put in param.
In this case, it's the same (as you would need a for each anyway to call the function on all children that collided) but in general it could be better, for example if you have multiple sources of velocity lost in your game. You would then just have to call the same function.