Any infos about the Niagara pooling system?

Pooling only benefits you when you spawn a lot of the same FX in a short amount of time. For example bullet impacts in a shooter game. It often causes more confusion than it does good, so I would recommend to use data channels instead.

“Auto Release” - this is the pooling option you want most of the time. Set “auto destroy” to true for the system you spawn and don’t hold a reference to it or touch it after it has finished.

“Manual Release” - It won’t go back into the pool, so you can keep a reference to it and retrigger it. Once you’re done with it you need to release it back to the pool, otherwise you’re leaking the component.

The pool can never run out of components, so don’t worry about that. There is not a lot to configure, but you can look at the cvars that start with “FX.NiagaraComponentPool.”.

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