[Plugin] Object Pool Component

Hmm so you want the pool to never be empty instead of “spawn on demand” for more instances.

Yes! I want to be able to loop the pool so that when it fills up, instead of getting null, the actor that was activated the longest is forced back into the pool, and then immediately used again. Spawn on demand, as I understand it, simply creates a new object in the pool when it fills up

Okay, that’s doable.
I will check it back soon

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@ProJB Hmm, I am revising the code.
But perhaps what you want is already there. It is disabled by default
( I will change it to enabled by default )

Disable ‘Spawn on Demand’ and enable ‘Never Fail Deferred Spawn’ from your pooling component details settings:


I tried enabling this feature but it returns the newest object from the pool

Yeah, this is because the latest changes that I made (it’s going to be reverted and this setting will be enabled by default), the new version is still being uploaded to the review process.

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I tried your update, but it didn’t change much. Maybe I made a mistake in the blueprint?

Can you please dm me the test project so I can check it and send it back to you?

it works with multiplayer shooter game ?

You wouldn’t want to do pooling on replicated bullet projectile in multiplayer. This would mess with network code.

I have uploaded docs as a PDF file here:

The plugin update for UE5.6 has been submitted, and it’s awaiting review.
I have modified the new Twin Sticks template project to use pooled components on all the demo’s systems. It’s a very tiny sample project, so everything is pretty much self-explanatory there.

Someone new to this plugin might want to compare the template with / without this plugin so they can see how easy it is to use it:

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