DestroyActor launches a triggerbox event?

Hi there,
I have a actor blueprint that will destroy said actor when hit by the character, with many of those actors scattered around a level. the ground in the level is encased in a trigger box so that I can launch a UI screen that says “you have fallen” once the character leaves said trigger box.
The issue is that once I collect any of those actors, the “you have fallen” screen shows up despite never leaving the trigger box. What’s the issue?
I guess one work around is to have 4 trigger boxes surrounding my ground, with the trigger being once the character enters the box, but I’m wondering if I can do something else about it.