Stop destroying and respawning actors. UltraPool keeps them alive, reuses them instantly, and eliminates GC spikes for good. Built entirely in C++ as a World Subsystem, UltraPool integrates into any project in under 2 minutes, with a clean Blueprint API that requires zero C++ knowledge to use.
────────────────────────────────────────
WHY ULTRAPOOL?
────────────────────────────────────────
The most popular pooling plugins on Fab are stuck on UE 5.0–5.1. UltraPool is built for UE 5.7, from the ground up, with modern C++ standards and full Blueprint exposure.
Live benchmark (included in the demo map):
Classic SpawnActor → too much allocations, GT spikes, stutters
UltraPool → stable allocations, stable GT, less stutter
────────────────────────────────────────
KEY FEATURES
────────────────────────────────────────
⚡ Zero GC overhead
Actors are hidden and reused, never destroyed. No garbage collector pressure, no frame spikes.
🎯 Lease System with Auto-Return
Assign a TTL to each acquired actor. UltraPool automatically returns it when the lease expires, no manual tracking needed.
🔄 4 Growth Policies
Fixed, OnDemand, Elastic, Doubling, choose how your pool scales at runtime.
🎰 4 Slot Policies
LIFO, FIFO, LeastUsed, MostUsed, control which actor gets handed out next.
🔍 3 Acquire Strategies
Acquire by PoolID, by Actor Class, or by custom Tag.
🛡️ Generation-Based Handle Validation
FPooledActorHandle carries a generation counter. Stale handles are detected instantly, zero dangling pointer crashes.
🔧 IPoolableInterface
Hook into OnAcquiredFromPool, OnReturnedToPool, OnPoolWarmup, and CanBeReclaimed directly from any Blueprint Actor.
📦 UltraPoolComponent (optional)
Attach to any Actor for automatic lifecycle management, Blueprint delegates, and one-call ForceReturn().
📊 Runtime Stats
Per-pool and global stats at runtime: active leases, available actors, misses, peak usage, spawn count.
🔥 WarmUp System
Pre-spawn actors at level load with WarmUpPool or WarmUpAll, zero hitches during gameplay.
────────────────────────────────────────
PERFECT FOR
────────────────────────────────────────
→ Projectiles & bullets (shooters, tower defense)
→ VFX & Niagara emitters
→ AI minions & enemies
→ Decals, hit particles, audio actors
→ Any actor that spawns and despawns frequently
────────────────────────────────────────
INCLUDED
────────────────────────────────────────
✅ Full C++ source code (7 files, fully commented)
✅ Blueprint demo map with live benchmark (Breaking Point stress test)
✅ BP_PooledProjectile & BP_ClassicProjectile example actors
✅ Complete HTML documentation with Quick Start, API Reference, tutorials, and common pitfalls
✅ Discord support server