Question about Pooling

Hello there @Nitrox32!

Checking with my peers, and around the UE community, the answer to your first inquiry would be no, pooling is not enabled by default. When spawning your system, the Pooling Method is set to None, you need to choose between Auto Release and Manual Release.

With Auto Release, the component is taken from the Niagara pool, and when the system completes, is returned to said pool. This requires no manual cleanup, and it’s the best approach for quick effects that you need to re-use a lot (like your casing ejects).

On the other hand, Manual Release takes the component from the pool, and it will remain alive until manually released, it won’t auto-return. This is useful for when you need more control over the lifetime of your effects, or using them in different states.

For your scenario’s description, Auto Release is probably the best option. Another factor to consider, is how you set the pool size inside the emitter. Please make sure you have the proper amount loaded for your scene.

Now, for your second inquiry, the Anim Notify will trigger a system spawn, take one from the pool, and use it. When the next trigger happens, it will generate another system, according to your pool capacity, and eventually it will start re-using them. If you were to set a very short pool, the casings would be “teleported” and re-used, dissapearing mid air. As long as you adjust the pool values accordingly, you should be able to repeat the effect multiple times, with minimal impact in performance.

For further reading on this subject, please check the related community’s resources below: