[Plugin] Object Pool Component

Hi, thanks for the quick response!
I submitted my comment before going deeper partially because I didn’t expect such a quick one.
I looked at the source and saw that PooledProjectile is just adding the ProjectileMovementComponent on shoot, and it seems that SweepCollision is on by default, so it actually isn’t that. My bad. xP

It looks like CollisionType in MakePoolSpawnOptions is never used. I had thought that upon reinitialization, the root component of the pool spawned actor would be updated to use the specified CollisionType. My issues were fixed once I put a SetCollisionEnabled node immediately after spawning the actor from the pool. It looks like the Owner input in SpawnActorFromPool doesn’t assign the Owner either, as I needed to put a SetOwner node after spawning as well.

Nice to have things working, this did ultimately save me some time!

It may be helpful to have PooledActor’s “Spawned” boolean set to BlueprintReadOnly, as I find myself needing to manually set my own BP bool for it.

This kind of oversight often happens when users request changes.

I will check those settings, thanks.

Hi , thanks for this awesome plugin… after playing around with it for a few hours, I’m really excited what I’ll be able to do with it. However, I’ve got a question on how you would suggest I use the tool for my needs.

My projectiles currently consist of 3 parts… a pre-shot warm up (the bullets manually moving into place around the enemies before being fired), the actual projectile and then another ‘Impact’ class to handle all the explosion, damage, etc. As it’s setup now, they are three distinct actors that are created for each ‘bullet’ the enemies fire.

Would you suggest I keep three classes and create three different pools or consider moving everything into a single class with a single pool? Is there a clear answer? Appreciate any insight you can give.

Thank you!

@SVR33 have you seen the “Shared Pool” version of this component?
It can pool and store multiple classes of bullets on the same obj pool.

I would probably go with that.

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Hey there mate!

I’m getting these errors when I attempt a build of my project, this is on 5.1 with the updated plugin. Any idea what’s up?

Thanks for your time!

EDIT: If you know of a way to fix this on my end I would appreciate it, we really need to get a build out of our project and I think this error is preventing packaging. Epic is so slow at updating on their end so we can’t really afford to wait for them to approve another update when you get them done so quickly

I will take a look this weekend.
5.1 is very different from all other engines, so a lot of things I still did not come across at all. First I have to actually reproduce this error which I have never seen so far.

I appreciate it mate, thanks for that. I’ve attempted another build just now and that error actually didn’t come up this time. The build still failed but seemingly for another reason

EDIT; I’m sorry, I was wrong about when those error messages were coming up, they actually appear at startup, not when a build is done

Hi!
I’m making a zombie game with many types of enemies and this plugin is great for it. I was wondering if it was possible to do something like Actor Shared Pool but for Characters or do I have to create a Pool for each enemy.
Let me explain my case better, I’m making a master spawner from which I make various children to change the type of enemy to spawn and I’d like to have a unique pool to set. It’s possible?

I think you can add to your spawner a character pool component for each type of your character classes.

@BrUnO_XaVIeR by chance, is 5.2 update in works ?

I’m waiting for Epic to publish it.
Edit: released.

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This package is free starting today until the end of this Friday - 11th August - Tokyo time.


However, please do not contact me to ask how to use Unreal Engine or its systems unrelated to this plugin, I do not have the time to respond.

Also, I will not reply to requests for source changes exclusively to your own project.
If you are willing to hire a programmer, I charge $120/hour. Cheers.

I’ve used this plugin just fine in 4.27.2. Now I finally got around porting my project to 5.2.0, I doesn’t seem to work :frowning:
Plugin compiles and all, but Pooled Projectile doesn’t fly. They just spawn in one spot when I shoot gun in-game.
Any idea what’s changed in Pooled projectiles from 4.27 to 5.2 ?

Projectile BP actor:

Weapon actor (with pool component):

This is what’s going on:

You have to download up to date version of plugin for Unreal 5.

I absolutely did that.

Is it the latest @BrUnO_XaVIeR ?

Did you try to delete and add the nodes to your graph again?

And testing them on a new BP class?
To know if this a bug or not, I need to find a way to cause on myself the same problem you see.


From your BP you can also “get underlying movement component” and check the vector for the projectile, it should never be a 0,0,0 vector or the bullet doesn’t move.

I removed components in both projectile and weapon actors, re-added components and re-did the BP nodes. That had no effect on the issue.

I’ll see if I can rig some simple BP actor that shoots same projectiles.

@BrUnO_XaVIeR haven’t tried making new classes, but what I tried was simply using no pool and using projectile movement component instead of PooledProjectile. Here is the result - tracer projectiles fly as expected:

I noticed that PooledProjectile component and Projectile Movement component Details panel don’t have matching data.

Highlighted options are missing in your plugin. Not sure if it’s relevant, but seems as if pooled projectiles aren’t even being simulated as the one with stock Projectile Movement component is.

You should be able to use on the bullet bp (pooled actor) a function called “Get Projectile Movement Component” to set the properties of the projectile component spawned at runtime for that bullet.