No problem, I built something similar a few years ago. This can, and probably will, get very complicated, very quickly.
The logic you posted would be the equivalent of destroying the component in actor 1 from the trace in actor 2. You may be able to do it this way but it’s much more complicated. It would be much easier to destroy the component that is in the same actor as the trace. You can find out which component to destroy just by knowing which traces get a hit.
I would also recommend doing a trace by channel (not object) and setting up a custom trace channel. That way you have a lot more control over what does and doesn’t return a hit from a trace.