[Plugin] Object Pool Component

, I successfully implemented the pool component into my hero character (all of my firing is done from inside my character)…

  1. 1 Issue I have is that your Pooled Projectile (that replaces Projectile Movement) does not allow a “Set Homing Target Component”… why is that? That is something that Projectile Movement allows…

  2. Also, how can I expose the parameters I need from the construction script (before I would allow properties such as speed, damage, controller id, to be exposed on spawn )

  3. Spawning bullets with physics enabled also seems to cause a problem where the bullets dont render - but they definetly get spawned and hit things (I have audio, phsyical and damage cues to show that).
    Taking off the physics renders the bullets properly… but I want bullets with physics enabled so that is not a solution for me… do you have any of this on your end or is this just me?

  4. I am still a bit confused by the following: I named my pool blueprint the same as yours it is called Bp_Projectile-Pool and I use it as a component inside my hero character, who then calls it whenever he wants to spawn the bullets - but I am not sure if once I make that component blueprint (bp_projectile-pool) Do I ever need to change anything in that specific blueprint, or do all the changes need to be done inside the actor that is the current owner of that component(in my case my hero character has the object pool component, so all the changes like template class, pool size, thats all done inside his blueprint and never in the actual bp_projectile-pool blueprint?)… I have been making the changes in my hero character and that has worked, but just wondering if this is the workflow you intended?