[RELEASE] Networked Pooling System Plugin

I’m thrilled to announce the release of my first Unreal Engine plugin: the Networked Pooling System, now available on the Unreal Marketplace!

Key Features:

  • Ease of Implementation: Integrate effortlessly into your projects with minimal setup, saving you valuable development time.
  • Automatic Variable Resetting: Automatically resets variables to their default states, enhancing performance and consistency in your games.
  • Component Activation/Deactivation: Easily manage component states, improving workflow efficiency and gameplay control.
  • Network Support for State Replication: Built-in network support ensures consistent state replication across clients and servers, making it perfect for multiplayer games.

Documentation Highlights:

The Networked Pooling System plugin is designed to streamline the reuse of actors and objects in both offline and networked multiplayer games. By minimizing the overhead associated with frequent spawning and destruction, this plugin significantly boosts performance.

Features Include:

  • Network Support: Automatic replication of active states and transforms, eliminating the need for manual adjustments.
  • Automatic Variable and Component Reset: Ensures minimal setup time, allowing you to focus on gameplay.
  • Blueprint and C++ Integration: Accessible for developers of all skill levels, with K2 nodes and ability tasks available for easy management of pooled objects.

Why Use Pooling?

Pooling improves game performance by reusing objects rather than constantly creating and destroying them. This leads to:

  • Improved Performance: Faster load times and smoother gameplay.
  • Reduced Lag and Stutters: Minimizes in-game pauses and improves player experience.
  • Efficient Memory Use: Keeps memory usage in check by reusing a fixed number of objects.

For more detailed instructions, examples, and support, check out the documentation included with the plugin.