Here’s some insights from my projectile pooling approach.
The weapon requests the projectile from the pool via BP Interface.
It passes all the needed values via the BPI event/function.
The obj pool queues up a projectile then sets/updates everything in a function.
The minimum that I found when re-using the projectile is the following… in this order.
- Location: muzzle location…where to teleport too.
- Velocity: projectile velocity
- Max range & Muzzle Velocity: these are used to dynamically create a Lifespan time for a custom auto return to pool function… vs destroying the actor.
- Owner/Instigator: used for dmg application.
Simple lifespan setup
Hope this was helpful.



