if the door actor holds a flag, or enumeration for “isLocked”
then you could check against that to determine if it well “is Locked”
for a specific number of “hits” you could give it basically a health value.
then in the same place you do your check for hits on kick, you could check against the OtherActor to see if it is a Door then if it call something like DoDamage() to the door.
for a situation like this I would strongly advise braking Unreal’s default behavior where “health” is a float (though I would advise/suggest that anyways because float Health NEVER makes sense)