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.