Now you understand one of the cornerstones of any game. All games have pickups, and they are essential for many aspects of the game. Having them is important, but we have to know how to add them, and you've gained this skill.
Building a few more C++ classes, and getting more and more used to the workflow of coding for Unreal games, is something you spent a lot time on in this chapter.
After creating a class, it has to end up as a blueprint to be used in levels, and you learned how to do that.
Collectables without player interactions are not collectables. It is better to describe them as items. But in order to collect them, the player has to interact with and touch them, and you learned how to trigger overlap between them.
Now, I think that this is enough code. We have been writing code for the last couple of chapters. Let's take a break, and let's go for some eye candy. If you are done here, and feel that you have practiced pickups enough, let's go ahead and make some particles to give...