I am unsure of what you are trying to accomplish, so my suspicion is that you are going about this the wrong way. You do’nt go from your component to the actor, you are needing to go from the trace, to the hit actor, to the component.
I would personally make “EnemyControl” an actor itself called “BaseEnemy” not a component. Then I would make children of 'BaseEnemy" for all my various enemy types. This would make the process easier as you would just go:
“Did I hit something? Yes, is it a type of ‘BaseEnemy’? Yes, OK then lets set it’s health.”
Right now it seems like your logic is:
“Did I hit something? Yes, are any of it’s components an ‘EnemyControl’ component? Yes, ok then lets set it’s health.”
This second method would require you to check all the components it has to see if any of them are valid.
I am at work and have some things to attend to this evening, but if I get a chance to make a project to show you I will post it. Let me know if the method I described above would work for you or if you have it as a component for a particular reason so I can make up something as close to your needs as you need.