Hey all, I am fairly new to UE4. I come from a Unity background and I would like to know a few things about performance around creating objects at run time and object pooling.
First, I realise that object pooling will always be more efficient but how important is it in UE4, how much memory management does it do for you etc.
In Unity I would approach a project with pooling in mind as it is almost always necessary for any good level of performance, in this tutorial series https://www.youtube.com/watch?v=qzFd-PfM5kc&index=3&list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1 for instance I figure the floors and the objects would be better set from a pool and moved around the scene opposed to destroying and then creating a brand new object constantly.
Finally, with the above in mind, coding an object pool makes perfect sense to me, however I cannot get my mind around how to do that with Blueprints can anyone provide or point me to an example of how this might be implemented???
Thanks in advance for any insight into this.