How can i get the default static mesh info of all actors in an array/data struct ?

DestroyTotem should be called in lieu of DestroyActor. So wherever you previously had your destroy actor should be where you call DestroyTotem.

Your Totem is an actor- anything that can be directly placed in the level is, in some level up the hierarchy of inheritance, an Actor. Destroying an actor will destroy all of its components (in this case the emitter, collider, and whatever else you have). But here we want to destroy or hide those things before we actually destroy the actor. In this case you can simply use the destroy component node. You can plug multiple targets into the node, so take advantage of that:
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You should place this destroy node where I’ve commented “Delete all visuals”

Calling DestroyTotem where you previously had DestroyActor, combined with DestroyTotem destroying all visuals will be what makes it disappear. The destroying visuals will make it be invisible while it finishes up the unfreezing logic in the background. Once it has finished unfreezing, it properly calls destroy actor.