Pooling in Unreal

I must say I also enjoy pooling, however I think I am going to try working without it for a while so that I can see the actual impact in Unreal for myself. I am also thinking that if I start a new project where I know I will be needing massive amounts of none stop projectiles, I’ll probably pool from the get go. This seems like a more proactive approach, rather than running into problems down the road and having to change the system.

I’m just going to play around with things a little longer, and hopefully come to my own conclusions. I really appreciate all the input!