Custom destructible object made out of actors.

I am wondering if there is a better way to destroy actors from a structure when they are not connected to a root point.
The method i intend to use is to trigger the root point to set a variable when one of the objects are hit(and destroyed), lets say “Connected” to true to all adjacent actors (the distance between them varies only slightly while they are in a structure) and the adjacent actors would set it true to all actors adjacent to them etc. At the end it checks what objects were connected and what objects were not. The problem is i don’t think this method is very cost efficient…
So just to make sure i don’t make my game the most unoptimized game of all, i am waiting to see if there are other,better solutions.