A small sample of impact effects created as part of my CORE project.
I created a blueprint system that selects the appropriate impact effect based on the physical material properties of the entity hit, this includes the generation of decals with a defined lifetime that ties into the graphic options and a generic fallback.
Additionally I set up a welding torch blueprint that automatically projects a particle effect on the surfaces it makes contact with, appropriately spacing it so that it never intersects, leaving behind blackbody decals that cool down after some time passes.