A fully modular, Blueprint-friendly object pooling framework built on Unreal Engine subsystems.
Designed for performance-critical gameplay, clean architecture, and professional production use.
Long Description
The Cube Object Pooling Framework – Subsystem Plugin is a professional, code-first object pooling solution for
Unreal Engine, built around a clean, extensible, and subsystem-driven architecture. It provides a flexible and high-performance
foundation for managing pooled actors such as projectiles, AI units, weapons, interactive objects, and other frequently
spawned gameplay elements, helping reduce runtime allocations and improve overall performance.
The framework is fully modular, interface-driven, and highly customizable, allowing developers to integrate it into
existing projects without enforcing specific base classes, character setups, or controller logic.
Pooled actors can be fully controlled via Blueprint Interfaces, enabling designers and programmers alike to define
custom initialization, reset, activation, and deactivation behavior without modifying the core system.
All core systems are implemented in C++, with extensive Blueprint support, making the framework suitable for both
technical teams and Blueprint-focused workflows.
The system is designed for long-term scalability and production use, not short-lived prototypes, and fits seamlessly
into both singleplayer and multiplayer projects.
Feature Highlights:
Subsystem-Driven Object Pooling Framework
Built on Unreal Engine’s subsystem architecture for clean, scalable, and decoupled runtime logic.
High-Performance Pool Management
Reduces runtime spawning overhead by reusing actors through centralized pool management.
Fully Modular Pool Managers
Multiple specialized managers (e.g. projectiles, AI, weapons, utilities) with the ability to add custom pool types.
Interface-Based, Project-Agnostic Design
No required base classes. Pooled actors interact through Blueprint Interfaces, allowing seamless integration into existing projects.
C++ Core with Full Blueprint Support
High-performance C++ implementation combined with designer-friendly Blueprint APIs for spawning, releasing, and resetting pooled actors.
Blueprint-Controllable Actor Lifecycle
Define custom behavior for activation, reset, and reuse entirely in Blueprints or C++.
Multiplayer-Compatible Architecture
Designed to work in multiplayer projects and compatible with server-authoritative gameplay logic.
Clean & Extensible Architecture
Structured for long-term maintainability and easy extension as project requirements grow.
Extensive Documentation
Clear setup guides, architecture explanations, and usage examples for both C++ and Blueprint workflows.
Launch Pricing
This plugin is available at a reduced introductory price until the first Quality-of-Life update.
Early adopters receive all future updates at no additional cost.
Update Policy
The first Quality-of-Life update is planned within the first weeks after release and will focus on usability improvements and minor refinements.
All future updates are included at no additional cost.
Versioning
v[1].0.0 – Major Version
Significant updates including new features, major changes, or large content additions.v1.[0].0 – Quality of Life (QoL) Updates
Minor improvements, optimizations, and usability enhancements that do not introduce major new features.v1.0.[0] – Hotfixes
Bug fixes and small corrections that do not affect the overall functionality or content scope.
Media:
[Tutorial Video] WiP
Support:
This product includes full C++ source code.
Please make sure the plugin fits your project before purchasing.