Quick Start
You will pool an impact effect actor: enable the plugin, acquire an instance instead of spawning one, and release it when it is finished. No interface, no subclass, no settings changes.
1. Enable the plugin
Open Edit -> Plugins, type Crimson in the search box, tick CrimsonObjectPool's checkbox, and restart when prompted. For a Blueprint project that is the whole installation; there is no .uproject or .Build.cs to hand-edit.
2. Acquire instead of spawning
Replace your Spawn Actor from Class call. Acquire Actor recycles a parked instance when one is free and spawns otherwise - you cannot tell which happened, and you do not need to.
Get Crimson Object Pool Subsystem -> Acquire Actor (Actor Class = your effect, Transform = the hit transform). Promote the return value to a variable.
3. Release it when it is finished
The pool does not manage lifetimes. Wherever you previously called Destroy Actor, call Release Actor instead.
Set Timer by Event (2.0s) -> Is Valid (your stored actor) -> Release Actor. Anywhere you had Destroy Actor, use Release Actor.
4. Confirm it is actually recycling
Crimson.ObjectPool.Dump
SpawnsAvoided should be high and Created should have stopped rising - that is recycling. If Created keeps climbing, instances are not being released.