That doesn’t make sense, in your screenshot, where you mouse over the mesh reference, it points to the mesh of the default object, which doesn’t exist in the world, so even if for some weird reason the reference was true, which I highly doubt, then the emitter would spawn literally in your blueprint editor
I would suggest adding a breakpoint in your Spawn Emitter node, running the game, calling the function that does the trace and checking what the mesh reference actually is, and post back with a screenshot