Is there any way to wrap any actor to pooled actor on the fly, without making separate class/blueprint for that? I have spawner, where I can select any actor class to spawn. Now I want to add object pool support for it and found that I need a proxy class (pooled actor) for each object to spawn, which is not perfect in terms of flexibility. I guess you need to make another one Spawn Actor from Pool node, which could take any actor as input parameter, then in C++ dynamically make pre-defined Pool Actor, which has ChildActorComponent variable and populate it with defined actor (it’s just rough assumption, because I didn’t dig into your code yet, so maybe there are some caveats).