Spawn Emitter on Last Destroyed Actor?

Does this objects all share a same parent class that you can edit? If not, I think its a good idea to reparent each one of them to a class that you can edit (Inside blueprint editor->File->Reparent Blueprint).

So you should some hierarchy like: Actor->MyCustomParent->[EachOtherObject]

For example, lets say you have a briefcase, a knife, and a pistol.
Instead of having:
Actor->Briefcase
Actor->Knife
Actor->Pistol

You should aim for:
Actor->Items->Briefcase
Actor->Items->Knife
Actor->Items->Pistol

So any changes and functions you create on the “Items” class would propagate to all objects.

When you have all of them sharing the same parent class, inside “Items” class you could create a “PlayPickupEffect” function or event that you can call whenever an item is picked up by the player. This function would be avaible for all items (Briefcase, Knife and Pistol). Inside this function or event you do whatever you need to do: spawn emitter, play sound, send a message, etc etc. Its up to you.

Best of luck in your project,

Cassio