Giving each MultiGate projectile its own sound/emitter at destruction

assuming that your taking advantage of inheritance you could create a function in the base projectile and have children that inherit from the base. this function will handle all the needed script for the destruction of each projectile.

ok so first in your projectile base which i called bomb in the below pictures . here you create a custom event and do your destruction script. you mentioned emitters so thats what i went with. to handle the different emitters needed you would promote that pin to a variable, this will allow you to set the variable to different things in the children but run the same script. so fo the fireworks you set the variable to fireworks and it will inherit the script from its parent, then you would set the variable in emp to the needed emitter for that one.

In your character now you just need to have a script to handle calling the function in all of the projectiles. its pretty simple. from your input event you would get all actors of class (here i used the projectile type like you did). then you run a for each loop, and for each actor you call the destroy self event contained in the actor.