[Plugin] Object Pool Component

Epic says the files are correct now.

1 Like


I package project to Linux. It shows me this error.
UATHelper: Packaging (Linux): ERROR: Missing precompiled manifest for ‘OBJPool’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in OBJPool.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for ‘OBJPool’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in OBJPool.build.cs to override.

I added “bUsePrecompiled = true” in OBJPool.build.cs. But it still fail to build.

Packaging for windows64 is works well.

the marketplace staff might have built binaries for windows only.

So you need a C++ compiler to generate the binaries for Linux, moving the plug-in from engine folder to project folder.

Which is the right file location for plug-ins in project folder ?
I copied ObjectPool folder to \Unreal Projects\ProjectName\engine\Binaries\ThirdParty but it does not works.

projectFolder \ Plugins

You cannot just copy.
You have to move the source folder there and uninstall the plug-in from UE Launcher or you have two installed copies of same plugin for the project.

I moved ObjectPool folder to projectFolder \ Plugins. I uninstalled plug-ins from UE Launcher.
To use a C++compiler to generate binaries for Linux. Do I need to setup project in visual studio ?

In Unreal Editor you should add “New C++ Class” then your project can generate DLLs for the platform you want to compile.
Just add any Empty dummy class to generate a solution file.

Hello, in the process of implementing this plugin into my ai pool.

Main issue is that Pool Start and End Play don’t seem to be working ( traces and prints fire ) but not functions attached. Trying to toggle AI and emitter settings and they are not listening.

So trying to toggle ai on and off when ai is returned to pool. Originally was actually killing ( ragdolling, dropping wep, etc ) ai and on respawn the ai was coming back in the same position
and rotation. So now instead of killing them outright I am moving them back to pool position and then back to spawn position on respawn.

Please advise, and thanks!

Learn how create your own collision channels, like in the demo project.

Your characters should simply ignore each other.

I’m not talking about collision channels, I am talking about functions attached to your Pool Begin Play and Pool End Play Custom Events are not firing even though they should.

Is there a better way to ask you questions? Feel like you misunderstand me every question.

I am trying to use those custom events to fire toggle functions and nothing is happening.

Thanks.

Yes, you can PM me screenshots of what you’re doing, and what you’re trying to do.

Ok sweet, I am on crunch for a few things but I will get some BP screenshots together for you, thanks!

@BrUnO_XaVIeR by chance, does the plugin for 4.27 work with UE5p2 ? If not, do you happen to have an updated version that works with UE5p2 ? Thanks

1 Like

I know it’s only just come out, but any plans for updating to 5.0 eventually?

I am waiting for Epic Games reviewers to release the update.

3 Likes

That’s great news, so you’ve already updated it on your end? Thanks for getting to that so quickly!

The plugin for Unreal 5 should be now already available for download, Epic published the update today.

1 Like

You’re a legend mate, thanks!

Epic deprecated the function “IsPendingKill()?” on Unreal 5.

I am submitting another update (2.0.1) which doesn’t change the plugin, it just removes the warnings that pop up on packaging because that function was used in pooling code.

1 Like

Do you plan to fix that properly ?