Should I create a pool manager?

Did a test.
Procedure:
Spawn 1000 simple physics object (actor with static mesh and simple box collision)
Disable them
Active them after some time

Results: for 1000 objects spawning took ~4ms, activation ~0.4ms (on my machine).

I know this is for 1000 actors, so the benefit woudn’t be as high as this might claim most of the time. Still it’s worth to consider this optimization for mobile devices depending on particular project needs.
Hope this helps a little;)

Activation/Deactivation code:
`actor->SetActorHiddenInGame(!active);

  actor->SetActorEnableCollision(active);

  actor->SetActorTickEnabled(active);
  TInlineComponentArray<UActorComponent*> Components;
  actor->GetComponents(Components);
  for (int32 CompIdx = 0; CompIdx<Components.Num(); CompIdx++)
  {
    Components[CompIdx]->SetComponentTickEnabled(active);
  }`