[Plugin] Object Pool Component

I’m getting an unexpected behavior with some projectiles that have Niagara particles attached to them. These are very simple Blueprints with a Default Scene Root containing a capsule collider containing a Niagara system. On Pool Begin/End Play are used to initialize the particle system and activate it (with reset anebled) then deactivate it. The Tick event updates the capsule position of the projectile and I have basic collision detection with ActorBeginOverlap.

The pool contains 20 objects and is initialized like this when needed:

For the first few uses of the pooled actors, everything is fine. But I have different locations in the level where the objects can be spawned, so once the pool starts re-using actors, I start seeing traces of the particles as they apparently move from their last position (where On Pool End Play was called) to their new position (where On Pool Begin Play is called).

For example, the long, faint red lines throughout the scene should NOT be present!

I am activating the attached Niagara system in On Pool Begin Play and de-activating it in On Pool End Play, where I also reset the capsule position, since that’s what is being moved during tick updates (Reset Relative Transform). The Niagara system is set to solo mode and auto activate is disabled.

I’ve tried calling ReinitializeSystem and ResetSystem both from On Pool Begin Play and On Pool End Play with no effect. I’ve tried pausing and unpausing the system in the same places and even hiding and unhiding the system in the same places.

Any help would be appreciated!

Thanks,
-Rob