I'll +1 this; ran into a situation that requires this just the other day:
Multiple enemies, all with common behaviours and variables, sitting nicely in a family. Now I want each enemy to have a separate damage infliction hit box that moves around. Referring to each box requires some event sheet finagling that would be eliminated if I could simply call each damage box in the context of the family, instead of having to do weird things like for each family object -> pick nearest damage box just to let the engine know which one I'm talking about.
Okay, that's a pretty straightforward example, but some of the stuff I was doing required some more complex gymnastics that I wasn't happy with.