[Plugin] Object Pool Component

Awesome! Already upgrading my project :slight_smile:

One small thingā€¦ Would consider changing EVENT_OnPoolBeginPlay() and EVENT_OnPoolEndPlay() from BlueprintImplementableEvent to BlueprintNativeEvent? And Iā€™d use plug-in without any modification :wink:

I didnā€™t change that because many projects would break existing bindings and my email would fill with complaints :3

Actually it shouldnā€™t break anything, since blueprints events also work with NativeEvent specifier. I tried it yesterday, didnā€™t change name of the event. Everything works :slight_smile:

What is the code you need in the native function body?

I process game-specific stuff in C++ child. Thatā€™s all :slight_smile:

Iā€™ve added this to my notes to not forget when I submit another update.

Hi ,

I just purchased your plugin, Iā€™m trying to open the 4.20 demo project so I can better understand how to implement but Unreal crashes when I try to open it. Any suggestions?
Iā€™m getting a bit lost trying to get this to work. (I have an actor with the pool component set up and Iā€™ve redone the class parenting but canā€™t figure out next steps)

Thanks in advance!

You probably installed the plugin for one engine version while using demo project for another.
You can right click the downloaded project and switch engine version if you have visual studio installed. If you donā€™t have VS, make sure in Launcher you installed the plugin to the Unreal Engine 4.20 the same of the demo project.

Here is demo project for Unreal & plugin version 4.22:

Yeah I have the 1.8.2 version of the plugin and it was installed on 4.22.3 so that would explain why 4.20 was crashing.

I hate to be that guy who is a pain in the ā– ā– ā–  but the 4.22 project you linked doesnā€™t seem to want to load, error attached. Would it just be easier for me to create a new project and import the content from your zip file?

Got it working! Phew! (, you can disregard that error message request for help)
Really nice plugin, very much appreciate you putting this together now that I finally grasp how it works.

That saidā€¦some constructive advice? It could really benefit from better documentation, scanning through 25 pages of forum posts to figure out my issues wasnā€™t the easiest way to learn something. I know itā€™s not fun to write out instructions but some really important stuff about projectiles, shared pools, etc. is all buried 7-8 pages deep in this thread. In the long run it would probably save you a lot of time dealing with support issues from noobs like myself.

Hopefully that didnā€™t come off as too negative because this thing literally saved my project and I owe you. As a way of paying it forward would anyone be interested in a quick video tutorial so they can grasp the basics? Let me know and Iā€™ll try and put something together!

Video tutorials are always welcome :slight_smile:

From my POV is difficult to see ā€œthings that I take for grantedā€, but new devs find difficult dealing with.

By the way, I have scheduled this next sunday to review these same 10 pages of questions and add relevant info into the main thread.

Yeah, I could totally see that which is why I thought maybe a tutorial written by a newb for other newbs might provide the missing context. (that or Iā€™ll end up making things worse!)

Moved into the plugin from a project, a custom component to fire projectiles along Splines componentsā€¦
Now need documentation :s

Okayā€¦ based on changes for the 1.9.0 plugin I am submitting for review today, for Unreal 4.22+, I rewrote the whole original post covering a lot of things that was not mentioned previously:

https://forums.unrealengine.com/unreal-engine/marketplace/104929-plugin-object-pool-component#post104929

After latest plugin update, pawn-pool component/Pool Pawn dosent seem to be working correctly. If trying to create spawn from pool, the node connection gets deleted instanlty and you cant reconnect it even it shows green. Blueprint compile with spawn pawn from pool cause editor to crash.

Can you show me a screenshot of node and component and send me a crash log?


Edit:

Oh okay, I did a mistake.
In Pawn K2Node_ there is this:



PoolPinName(TEXT("ObjectPool"));


That is wrong, the pin name is ā€œPawnPoolā€ā€¦ Thatā€™s why you get a crash.
I messed up, sorry! I fixed the mistake on K2Node_SpawnPawnFromPool and sending to Epic to update files on Marketplace :o

No worries, :slight_smile: thanks for the quick support.

The fix should be available on Marketplace now.