This is interesting issue.
Can you share with me a video as well?
Are you sure that your particle system isn’t storing the position vector where it is emitting the particles? the actual pooled object is always moved to 0,0,0, when deactivated. So the particle doesn’t care about where the projectile was either, otherwise the particle trace would come from 0,0,0 in the game world.
Here’s a video showing the problem. I don’t believe that the Niagara systems are maintaining any data across instantiations. Anyway, wouldn’t reset or reinitialize remove this?
I tried a few more things after your message. Turns out that adding a Niagara System Reinitialize into the On Pool Begin event fixes this problem. I guess I didn’t try that before, just the reset and Activate with reset option.
Sorry for the confusion and thanks for a great product!
You’re listed in the credits of our game, which is coming to PS5 and Xbox X|S very soon…
Hello.
I bought your plug-in and am using it.
I’m using the Unreal 5.5 version.
The Niagara Particle System component has been added to the actor and is in use.
However, a crash occurs when you spawn it.
The Force solo option was not found in the Detail Panel,
I set it up when I started the blue print, but it still causes a crash.
Please suggest a solution.
I am a non-English language developer, so English is not natural.
Please understand.
I think I fixed it. It turns out that destroying two shared pool actors at once caused the issue. I changed it to sequential destroy actor nodes instead.
I SPOKE TO SOON! I got the crash again same code. I ended up just removing it from those blueprints for now. The crash does not happen when those are spawned as actors. I would have liked to have those pooled as they spawn in and out every time inventory is opened, but what can you do? The Good news is the object pool works fine on pooled actors, it seems like shared pool actors provide the crash on end play.
Hello, I want to buy your plugin for my game, but I have not found any information about whether the plugin has the ability to set a cyclic call of objects from the pool. I mean, if the pool is completely filled with a player, then forcefully return the oldest created actor (for example, bullet holes) to the pool and reuse them. If such an option exists, how can I implement it in your plugin using blueprint? Thanks in advance
I purchased your plugin, but the very first objects that appear are not automatically returned to the pool when the player fills the pool. Instead of reuse, the function returns null. There is a “Never Fail Deffered Spawn” in the object pool settings menu, but it returns the newly appeared pool object, not the oldest active one.