In case you have a situation where you can't use containers: If the objects pinned to the thing are all of the same type or are in one family, you could do as a subevent to your collision event:
System -> Pick by evaluate -> Object: Object that is pinned to spritePlane -> Expression: Object.Pin.PinnedUID = spriteShot.UID
That should pick all the things of that Object type that are pinned to the sprite you collided with. If you have multiple object types pinned, then it gets a bit messy, as you'd have to do a different pick for each Object type or stick them in a family.
Just make sure to Destroy spriteShot on a subevent after you do all the picking.
EDIT: Here's a .capx illustrating this idea