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    I'm really hoping that I can use your plugin, however I'm having some issues with pooled projectiles not spawning at the transform I feed into the spawn node....

    To help with this, I was just hoping that you would consider updating the demo to 4.20 or 4.21
    don't know why, but when I try to update the demo, I can't get visual studio to do the build for either....

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      There's a 4.20 project link on plugin description in Marketplace
      | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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        Hey Bruno, just have a quick little bug that I came across a while ago. Not sure if its 4.21 or the plugin but thought I'd run it past you.

        Basically, any actor you attach a Rotating Component too, if Auto Activate is enabled, when you hit play, all of those actors will begin ticking (rotating) regardless of whether they have been spawned into the level or not.

        To replicate, just add a rotating component to a pooled actor, auto activate on, set the desired copies (say 50) in either an object or shared object pool and hit play in editor. 'stat game' should indicate the increased (50) ticks queued. This happen's regardless of whether any of those actors are spawned into the level, they are ticking (rotating) in the pool regardless.

        In 4.19 it works as it should, the rotating component would only add the tick when the actor is spawned into the level, and if 'update only if rendered' is on would only rotate if that actor is in the cameras view/ max draw distance. Any thoughts? Cheers a
        Last edited by amartis111; 02-06-2019, 07:24 AM.

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          I took a look and this is a problem with engine architecture.
          I already disable Tick for all components every time owning pooled actor returns to pool, but Unreal doesn't care. That rotator component was coded to keep ticking until the Actor is destroyed or the component is removed.
          Last edited by BrUnO XaVIeR; 02-06-2019, 12:59 PM.
          | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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            Thanks for taking a look, assumed it was 4.21 because I couldn't see a need for you to change stuff. It's not a biggie, I have a little work around but not as efficient. Will dig into the forums and see if anyone else has seen the same thing, maybe get onto bug request... anyway thanks for your help.

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              I had a weird feeling when I had seen an update to the plugin for 4.20, but fool that I am, I updated anyway. Whatever was in the update has broken, as it was working perfectly before the update.

              The 'Spawn Actor From Pool' function is now reporting that the spawn was not successful after the update you made to 4.20.

              What is the node 'World Context Object'?

              Comment


                Originally posted by Cerebros View Post
                I had a weird feeling when I had seen an update to the plugin for 4.20, but fool that I am, I updated anyway. Whatever was in the update has broken, as it was working perfectly before the update.

                The 'Spawn Actor From Pool' function is now reporting that the spawn was not successful after the update you made to 4.20.

                What is the node 'World Context Object'?
                I just made one function public to nativization package correctly.
                I didn't change anything in the plugin. If you add a fresh new node do you get the same result?

                _____

                Oh I found a typo.
                Sorry about that, I don't know how that typo compiled. I fixed and sent the fix to Epics Marketplace team.
                Last edited by BrUnO XaVIeR; 02-07-2019, 02:45 PM.
                | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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                  Originally posted by BrUnO XaVIeR View Post

                  I just made one function public to nativization package correctly.
                  I didn't change anything in the plugin. If you add a fresh new node do you get the same result?

                  Also which node are you talking about, there's four of them.
                  Yep, same result, and attached image referencing the 'World Context Object' node.




                  Attached Files

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                    Cerebros Yes, I forgot to "clean up" my project before I recompile.

                    So there was a typo and I didn't know it was there, I fixed it and sent to Epic. Sorry!

                    __

                    That World Context pin should be hidden... But you can attach a "self" reference of your Blueprint there.
                    | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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                      Originally posted by BrUnO XaVIeR View Post
                      Cerebros Yes, I forgot to "clean up" my project before I recompile.

                      So there was a typo and I didn't know it was there, I fixed it and sent to Epic. Sorry!

                      __

                      That World Context pin should be hidden... But you can attach a "self" reference of your Blueprint there.
                      OK, I'll let you know if the update fixes it.

                      Comment


                        Cerebros Epic already pushed the fix to Marketplace, you should be able to download it now or sometime soon
                        | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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                          BrUnO XaVIeR I can confirm that fixed the issue and is working as before. Cheers Bruno.

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                            Is this plugin tested for Xbox and Playstation?

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                              Originally posted by Oldsiren View Post
                              Is this plugin tested for Xbox and Playstation?
                              There's games for console using it.
                              Still, I do not provide official support for any console platforms, over there it is up to your programmer to make it work.
                              | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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                                Submitted 4.22 update for review.
                                | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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