So I think I figured out the problem (always something minor you overlook).
Give this a shot, bypass all the branching and hook the OnClicked event directly up to your destroy actor like you did in your first post.
You don’t need the Get a Hit Result or any of the Branching because the OnClicked event is already registered to determine if it was the specific object that was clicked on (in a project I’ve created, I have a Confirm event which is tied to Left Mouse Click - rather than specifying if a specific object was clicked which is why I needed the checking to occur, for your example you shouldn’t need it).
Clicking anywhere but on the mesh shouldn’t do anything while clicking on the mesh should register and fire off any events that follow it.
-W