Announcement

Collapse
No announcement yet.

Plugin Object Pool Component

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    What Version of UE4 that Demo was Created Because I am using a UE4.23.3 for my Project ?.

    Comment


      Originally posted by Chiako3D View Post
      What Version of UE4 that Demo was Created Because I am using a UE4.23.3 for my Project ?.
      There's a 4.23 project here:
      https://www.dropbox.com/s/etceqesbts...​​​​
      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

      Comment


        OK. I have found the real issue my projectile Actor contains a "Default Scene root Component" and yours does not have it . After I remove the "Default Scene root Component" and let my Static Mesh Component not be a child of any component it starts to move. Wow, that was close. Thanks so much for your patience your response was professional and what a great plugin keep it .

        Click image for larger version

Name:	wweeee.png
Views:	135
Size:	155.1 KB
ID:	1748682

        Comment


          Good you reported because I had no idea either something like that could cause any issues.
          Unreal is full of mysteries and gotchas
          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

          Comment


            Yeah Bro. Unreal Engine is Always Unreal, Scary and Strange.

            Comment


              Wait for UE4.25 support.

              Comment


                Originally posted by skydashstudio View Post
                Wait for UE4.25 support.
                https://forums.unrealengine.com/unre...27#post1755827
                | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                Comment


                  question before buying:

                  when using it to pool characters does it disable everything while its in the pool?
                  ai,collisions,animations,navmesh, ticks and etc?

                  so while the character in the pool expect of memory is cost nothing?

                  does it also handle reset them to default values?

                  Comment


                    Every component and tick are disabled.
                    AI and Navmesh are external elements.

                    You can use interface event 'on return to pool' to reset defaults.
                    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                    Comment


                      Is there UE4.25 support yet? I can't seem to spawn any object pool actors when upgrading my 4.23 project to 4.25...

                      Comment


                        You have to update the plugin to the 4.25 on Marketplace, if you use old source it won't work because 4.25 is very different from 4.23 engine.
                        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                        Comment


                          Originally posted by BrUnO XaVIeR View Post
                          You have to update the plugin to the 4.25 on Marketplace, if you use old source it won't work because 4.25 is very different from 4.23 engine.
                          It says inside UE4 I have Object Pool Component 1.9.2 installed... is that the correct version for 4.25.1?

                          Comment


                            Originally posted by Ghoztt View Post

                            It says inside UE4 I have Object Pool Component 1.9.2 installed... is that the correct version for 4.25.1?
                            Yes, that's latest version.
                            I have migrated projects from 4.24 without any problem, do your logs say anything?
                            | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                            Comment


                              BrUnO XaVIeR Can you please expose the Set Template Class so that we can set it via the blueprint? Also let me know if I can change the C++ code than build it with my project then put it back in the engine folder, if that would work?

                              Comment


                                I've never tried to do that.
                                Not sure if it's a good idea.

                                You can move plugin source to project/Plugins folder and uninstall from Launcher, it's safer for building source changes.
                                | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                                Comment

                                Working...
                                X