there is loop ForEach, and if you have array of actors you can reduce it to array of actors of some type (forgot that function name).
So for eg. you want to spawn 200 health pickups, some have 30hp some 50 and some 70hp.
You make health pickup parent class, that has 0 hp (and some dummy arrow or sign mesh for where its placed)
then you make 3 child classes with 30 50 and 70 hp (those should have your pickup models and emmiters)
to get all pickups you make foreach loop and point it to parent class, you get array of all pickups you placed.
then you can copy this array, and select only single child class.
Or you can do for each and point to child class, and you get only that subclass array.
If you have only one kind of pickup/actor, just do for each for its type.
However don’t do this on every tick. It will slow down everything.
instead make “picked it up!” event for parent class, and do your pickup logic only if that event was fired.
To get vectors (locations) get reference to item in array then get its transformation.