Instantiated Prefab not firing OnTriggerEnter?

Hello.

I drag a prefab of my bullet, and it makes my barrel explode, as everything is intended. I then use the shoot button to instantiate a bullet, and the bullet and barrel ignore each other? I have a Debug.Log that works with the dragged in bullet, but not the instantiated one. Any idea what I could be doing wrong? Thanks.

Barrel Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BarrelScript : MonoBehaviour
{
GameObject Barrel;

    // Start is called before the first frame update
    void Start()
    {
        Barrel = GameObject.Find("barrel");
    }

    void OnTriggerEnter(Collider other)
    {
        if(other.gameObject.name =="Bullet")
        {
            Debug.Log("Hit!");
            GameObject Explosion = Instantiate(Resources.Load("FireExplosion", typeof(GameObject))) as GameObject;
            Explosion.transform.position = Barrel.transform.position;
            Barrel.SetActive(false);
        }
    }
}

Player Script w/Gun

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PlayerScript : MonoBehaviour
{

private Animator Anim;
private GameObject GoreHolder;
private string ShootingParameter = "IsShooting";
private GameObject Bullet;
private bool isDead;
private bool isTossing = false;

void Awake()
{
Anim = GetComponent<Animator>();

GoreHolder = GameObject.Find("GoreHolder");
GoreHolder.SetActive(false);
Anim.Play("Pistol_Idle");
isDead = false;
}


void Update()
{
    if (Input.GetKeyDown("space"))
    {
    Shooting();
    }

    //if (Input.GetKeyDown("space") && isTossing == false)
    //{
    //Throwing();
    //}

}

void Shooting()
{
    Anim.Play("Pistol_ShootOnce");
    GameObject Bullet = Instantiate(Resources.Load("Bullet", typeof(GameObject))) as GameObject;
}

Got it! What I had to do was change if(other.gameObject.name =="Bullet") to if(other.gameObject.name =="Bullet(Clone)").