ObjectPooling
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Features & Node Reference

Stable

Complete guide to all pooling nodes, subsystem methods, and interface events.

Features & Node Reference

ObjectPooling provides simple, intuitive nodes for all your pooling needs.

Essential Blueprint Nodes#

1. Spawn Actor From Pool#

Replaces SpawnActorFromClass:
  • Actor Class: The Blueprint class to spawn.
  • Spawn Transform: Position, rotation, and scale for the actor.
  • Auto Return Duration: Seconds before automatic recycling (set to 0 to disable auto-return).
  • Return Value: The spawned actor instance.

2. Return Actor To Pool#

Replaces DestroyActor:
  • Target: The actor to return to the pool.
  • Disables collision, hides the actor, and prepares it for reuse.

3. Prewarm Pool#

Pre-allocates instances before combat begins:

  • Actor Class: The class to pre-allocate.
  • Pool Size: Target number of dormant actors to prepare (e.g. 50).
  • Time Budget: Milliseconds per frame to spend warming up.

Right-click in Event Graph > Get Object Pool Subsystem > Call Prewarm Pool with Class: BP_Bullet, Size: 50.

The Poolable Interface#

Implement IPoolableInterface on your pooled actor to handle state resets:

  • On Spawn From Pool: Fires when the actor becomes active. Reset velocity, particle systems, or ammo here.
  • On Return To Pool: Fires just before the actor goes dormant. Clear lingering timers or audio cues here.