So thats where the system design comes in.
If your actors with that component is specifically doing something, that component can register itself somewhere.
EX:
ItemActor->OnBeginPlay->GetPlayerCharacter->AddToArrayUnique OfRegisteredComponents
ItemActor->OnBeginDestroy->>RemoveFromArrayUnique OfRegisteredComponents
That way you don’t have to search actors of a class everytime, you can just ask the array which holds components. So its more efficient also more contained.
A subsystem would be suitable for that. It’s not hard I suggest code some C+ if you don’t since you will need anyway if you are a solo dev.