Hi again,
After some more investigation I did find issues with some actors not firing Ticks after pooling. I’ve added a work-around where when pooling, you specify if the actors should have Tick enabled when creating the Pool. This fixes it for actors that were not ticking before. You turn off the “Start with Tick Enabled” in the actor so it doesn’t tick when in the Pool but not in the level.
I’ve also added events for On Pooling and Depooling of actors and components - either to the actors being pooled themselves (if they are rdActors) or to a “Pool Listener” actor for all other types of actors.
I’ll submit this as an update after some testing - if you’d like an updated version to test, DM me and I can send you a link.