How to operate 2 separate destructible meshes on the same actor? / How to stop 'apply damage to destructible component' from hitting all destructible components on actor?

Thanks for reading. What I did is place two destructible meshes on an actor, the second being for a big explosion for its “death animation”. Upon making the second visible, I noticed that it was already destroyed. So I:

-Added a component tag to the mesh in question

-On the damage causing projectile, I told it to check the tag of the ‘My comp’ pin to see if it was the same as the one I added so it can ignore the hit

Despite that, the mesh I didn’t want to get hit until the end is getting hit right away. Possible bug with component tags or am I using them incorrectly?

Also I:
-Set the Damage Threshold on the destructible mesh in question incredibly high and it didn’t make a difference at all. Does that setting work?

In any case, I just want to see if I can switch to this other mesh, or add it, and THEN damage it so that it explodes at the end. If I do a straight reload of the mesh to the new mesh it crashes the editor with some warning about chunks if I recall correctly.

Any tips on the matter are greatly appreciated!