Object Pooling with Blueprints?

Hey! How how I go about Object Pooling with Blueprints im having a hard time finding anything on it

Hi MikeGemignani,

I’ve got a plugin on the marketplace that exposes “Object Pooling” and “Distributed Actor Creation” to Blueprints, check out the graphs for speed comparisons…

You could make your own system directly in Blueprint, but the initial setup will take longer and it will be slightly slower than c++ in runtime.

If you go down the path of writing your own - you’ll need to also take care of things like their “Ticks” - you don’t want anything like that running on the pooled actors until they’re added to your level…

Pretty straight forward concept. Basically it’s a check in/out set up.

Pool Manager has an array of all your pooled actors. As you need them you queue the pool manager. PM takes one from the array and passes the reference, then removes the array key.

When returning you simply move the actor back to a predefined hidden location (under map is normal), then add an entry for it in the pool array.

Do you have an sort of simple example of this? The concept makes sense but on how to execute it is where im struggling.

Here’s an old quick and dirty I did awhile back To explain the process.

I have a more advanced approach for projectiles. Same principle. I dropped some pics in the following thread.

https://forums.unrealengine.com/t/object-pool-and-starting-movement-again

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