I’m sure there are other ways than this, but it would probably involve changing the logic entirely. The method I suggest is to use a boolean and a branch. Directly after the OnComponentHit event, add a branch and have all of your existing logic executing off the True pin. Directly after the True execution pin on the branch, add a Set node for a new boolean called something along the lines of bIsNotColliding and set it to False. At the end of your logic, after the DestroyComponent node, add another Set node for that same boolean and set it to True. Lastly, hook up a getter of your new boolean to the branch from earlier.
If done correctly, this should make it so that, even if the Hit event is triggered before the particle emitter is destroyed, the logic will not be triggered too rapidly as to reset the delay.