[Plugin] Object Pool Component

Where is the best place to discuss the issues I’m having? I did have the pool component attached to the pooled actor, that solved that crash.

I cannot delete the ‘spawn actor from pool’ node in some actors without the editor crashing…

Also when my bullets are shot they don’t follow the same projectile path as they were with normal spawning and every second bullet simply spawns and doesn’t move… Let me know if we can discuss here or elsewhere thanks…

On Editor’s plugin manager panel you can find support email.

Btw, I would double check the direction vector of pooled projectile component making sure it points forward; might be just 0,0,0 in your case making it not move on spawn.

Also wrong physics options may cause the mesh get stuck ignoring Ticks.


The node not deleting, detach all pins connected to it, clear the node’s reference to any target Pool Component, recompile Blueprint then it should delete fine.

I didn’t see any mention of using your ‘PoolProjectileMovement’ component anywhere in your initial write up. In fact I didn’t know it existed or needed to be used until I found another mention of it hidden in the forums.
Thanks for the quick responses it seems I have everything up and running right now. I will email you about creating a wiki so you wont have to spend your time answering some of these basic questions that can be explained with a better guide. Thanks!

Oh I didn’t even notice it wasn’t in first page;
I’ve created that component way after original plugin published, because someone was unable to create or setup default movement component for their bullets to work with pooling.

Epic setup default bullets movement to execute on spawn only so a pooled default bullet wouldn’t work from pooling because of that.

Hello, I have tried again.
I set set pooled projectile direction to 1, 0, 0 on pool begin play.
But bullets still did not moved.

The pooled objects with default projectile movement component from EpicGames are works fine for me.

Sorry to keep bugging you and I hate to bring this up and this sure is the wrong time for me to figure this out lol… Is this set up for replication over the network? I got everything working perfectly in my editor and of course when I go to the network things are strange… anything specific needs doing before I spend the next few hours scratching my head? Thanks again.

Plenty devs have had it working over network;
I haven’t build it to work natively replicated over network though so I’d try to contact someone here using the plugin on multiplayer game…

I tell you this because I personally have never setup the pooling system to be replicated, but apparently those devs around here have it working just fine using networked events in their Blueprints!

Btw, If I don’t answer some times is because I’m sleeping, I don’t mind answering questions at all :slight_smile:

I notice by your time you live somewhere far outside my time zone so no worries. I think the native “spawn actor from class” node has some replication built in that, as you just said, yours doesnt. Im slowly getting it to work but its requiring some definite workaround :smiley:

I was able to get the projectiles to “show up” on the network but unfortunately, they are very laggish compared to spawning normal projectiles. Any insight into why that is? I was also having to set the static mesh component to replicate in the object pool projectile BP but when I spawn using ue4 projectile that component doesn’t need to be checked.

Overall if anyone has this running on a server lag free Im assuming they have had to do serious workarounds using this method. Been trying to set this plugin up for 3 days straight now… and its looking like its all for naught. Any help would be greatly appreciated.

When you see rubberbanding usually is because your Client is changing a transform and server is correcting position, reverting it back and repeat… That causes the “lag” you see.

As said, this system wasn’t developed with networking in mind, however the only thing required would be you make sure both Client and Server spawn the bullets from the same event.
Only replicating bullet’s transform movement… That means the Client NEVER apply any movement to bullets, only Server does that.

I created “BulletParticleParent” and make its child.
There are “Parent: Begin Play”, “Parent: Actor Begin Overlap”, “Parent: Tick”. But I did not saw “Parent: On Pool Begin Play”.

How do I extend event on pool begin play from its parent class ?

Your bullet actor must be child of Pooled Actor class.

This is my classes hierarchy.
{S} Pool Actor -> BulletParent -> BulletParticleParent -> BulletParticleProjectile.

I cannot see a node “Parent: On Pool Begin Play” on any child actors of “BulletParent”.

I just realized. It does not appear automatically. I must right-click on node “On Pool Begin Play”. Then add call to parent function.

Hi ,

Im testing / trying move my game onto 4.20.1. Downloaded and installed through the epic games launcher, installed, no problems.

When I enable your plugin (downloaded and installed for 4.20) it doesn’t show up in the engine. There are no ‘add’ options for the plugin when I right click to add components, the plugin isn’t visible. Is anyone else having issues with installing the plugin on 4.20? I have, installed, removed, installed, verified, removed, restart machine… everything, on both of my mac’s, iMac and Mac Pro. the plug is still active and working in 4.19, but not showing up in 4.20.

Just wondering if I’m missing anything on upgrading, any files to delete? reset???

Thanks for your help,

cheers
a

@amartis111 I often have problems with Marketplace not building binaries for additional platforms.
If you use OSX your case may be that OSX/iOS binaries aren’t included for your OS at this moment, requiring you to build binaries yourself… Anyway I will check with Marketplace if that’s the case.

Thanks , I thought it must be something like that. I’ll have a hunt online for some info regarding the binaries and do some some checks and test’s.

hmmmm, I’ve just found a new little thing… sorry. I’ve been trying to work up a test on my iPhone 5s. cleaned up my scene, its a bare bones of what the game would use. Verify, fix texture’s to power of two (big issue on iOS apparently???) and been going through and testing and diagnosing through Xcode/instuments/ device’s and simulators etc

I’m getting a crash when I go from the main menu screen to the first playable level, I’ve already checked and fixed zombies, nothing is being flagged there.

The crash is a repeated exc_crash (sigabbt) … ‘crash on thread 6’. looking at that thread I get this.

Thread 6 Crashed:
0 libsystem_kernel.dylib 0x000000018199d2e0 __pthread_kill + 8
1 libsystem_pthread.dylib 0x0000000181b3e288 pthread_kill$VARIANT$mp + 376
2 libsystem_c.dylib 0x000000018190bd0c abort + 140
3 endlesstemplehunter 0x0000000100c5e0d8 0x100708000 + 5595352
4 endlesstemplehunter 0x0000000100e14e98 0x100708000 + 7392920
5 endlesstemplehunter 0x0000000100dc89c0 0x100708000 + 7080384
6 endlesstemplehunter 0x0000000101012cd4 0x100708000 + 9481428
7 endlesstemplehunter 0x0000000101007b80 0x100708000 + 9436032
8 endlesstemplehunter 0x00000001010070ac 0x100708000 + 9433260
9 endlesstemplehunter 0x000000010101cd7c 0x100708000 + 9522556
10 endlesstemplehunter 0x000000010101b65c 0x100708000 + 9516636
11 endlesstemplehunter 0x000000010102352c 0x100708000 + 9549100
12 endlesstemplehunter 0x0000000101022868 0x100708000 + 9545832
13 endlesstemplehunter 0x00000001010263ec 0x100708000 + 9561068
14 endlesstemplehunter 0x0000000101204794 0x100708000 + 11519892
15 endlesstemplehunter 0x0000000101202170 0x100708000 + 11510128
16 endlesstemplehunter 0x00000001020a5f3c 0x100708000 + 26861372
17 endlesstemplehunter 0x00000001020a2a70 0x100708000 + 26847856
18 endlesstemplehunter 0x00000001020a4210 0x100708000 + 26853904
19 endlesstemplehunter 0x00000001017cd068 0x100708000 + 17584232
20 endlesstemplehunter 0x0000000100c0e4b4 0x100708000 + 5268660
21 endlesstemplehunter 0x00000001012a29f4 0x100708000 + 12167668
22 Foundation 0x0000000182961efc NSThread__start + 1040
23 libsystem_pthread.dylib 0x0000000181b3d220 _pthread_body + 272
24 libsystem_pthread.dylib 0x0000000181b3d110 _pthread_body + 0
25 libsystem_pthread.dylib 0x0000000181b3bb10 thread_start + 4

seems very nondescript and generic - I haven’t been able to find anything online really related or with decent info regarding a fix.

When I open up with instruments/ memory used I’m seeing some stuff happening relating to the plugin.

What im seeing is its loading up the main menu level, then when I tap to play the first level it is failing to find the object pool plugin and crashing.

im running on a 2017 iMac and testing on iPhone 5s. development mode, correct provisions etc, on verify in ue editor I get no issues (yellow text relating to plugin is in the verify log but it just looks like a flag to show that the plugin is being called / used.

playing in the editor works fine, launching to android is fine. no issues.

maybe a reinstall of the plugin, marketplace verify?

not to sure, have you seen this before?

Thanks for you time,

cheers
a

hmmm, just re verified and noticed this, yellow flag on packaging the object plugin

any idea?

sorry!

I don’t have access to any iOS build pippeline at the moment.
Epic Games build the binaries for these platforms, but they had an issue with iOS toolchain and since then iOS binaries are missing.

I will contact them and try to submit an update with request to generate OSX binaries, but I have no ETA for that.

Legend, thanks so much for you help. No worries on the ETA, I have plenty of other things to work on! Just glad that I know what the issue is so I can keep building for android.