Playing a sound/particle effect at impact location & diff. surfaces

Hey I’m currently getting the hang of unreal and trying to figure out the basics.

What’s the correct way to play a sound and spawn particles when an object collides with different phys materials?
(For example running into a wall or a box falling and hitting the floor)
Do you use a trace or would you take the velocity/velocity length? I’ve tried out multiple approaches but it all feels somewhat off and I don’t want to learn it badly from the start.

Could someone give an example of what would be a solid way/“best practice”? I could find surprisingly little on this subject when I thought this must be a very common thing people need to do.

Any help would be greatly appreciated.