Collision events don't account for niagara systems

I have two “laser beam” assets made up of a simple cube + beam emitter. Using LineTraceByChannel I can control their behavior regarding interactions with other objects. (i.e. make it longer / shorter, have the object react, etc.)

Asset Blueprint

Niagara System Blueprint

What I cannot seem to do is generate a hit event for when two beams collide. See the image for a clear example, where the two beams do indeed collide (they’re on the same z-axis for sure) but LineTraceByChannel does not detect a hit.

An example outcome would be a situation where the two beams would collide, and I just spawn a third beam off of their combined vectors, but I can’t figure out how to detect that intersection.

Should I just have a dynamically sized invisible mesh hanging off the end of whatever I mount my laser to? Feels clunkish, but from what I can tell Niagara really isn’t designed to interact with itself outside the context of its own system.