Is basically the same you can always stop tick of the actors on runtime if you are pooling them. On the example I didn’t add those since it’s just a demo.
A proper way of doing it is very possible on my example.
-When actor gets in use from pool, you open gate enable tick when it’s on pool you close gate also in addition you can disable ticking too.
-Even its a mobile game ticking of actors with a gate won’t be too significant if you don’t have hundereds of actors ready at pool.
You can write a check function to this as distance reached or collided to return actor to pool.
In addition to use deltatime or deltatime constant is important since tick time is not same for each frame. So in my example interpolation done for basically again for each tick calculating how much of a distance delta should actor receive for that delta time fraction.
You can check deltatime over here why in a visual format.
You can do with timeline, constant time functions, or as u do with a timer too.