There’s two ways to handle this. Either add the emitter as a component to your projectile and then activate it on On Projectile Stop. Then you don’t need to try to come up with an elaborate way to find the location of the projectile’s hit location, because it’s the same place as the emitter.
Or, create an actor to handle the emitter because you’ll likely want some sound and possibly even some lighting effects to go along with it. Then you can use the On Projectile Stop node (found by selecting your Projectile Movement and then scrolling to the bottom of it’s details) and drag off the impact result and type “break” to break the result, then grab the location and plug that into the location of a Spawn Actor Of Class that references your emitter actor. In my example the emitter actor is just called Explosion and inside that I have an emitter and a sound effect that are both set to activate on begin play, IE the instant they’re spawned.
