




Features:
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🚀 High-performance Actor, Pawn, Character, and Projectile pooling system
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🧰 Shared Pool Component for multi-class actor management
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🔁 Runtime recycling with support for both Blueprints and C++
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🎮 Custom lifecycle events: OnPoolBeginPlay, OnPoolEndPlay
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🧠 Advanced memory control: instantiate-on-demand, auto-initialize, orphan-safe
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🔫 Includes pooled projectile movement and spline-based projectiles
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💥 Niagara-compatible with CPU pooling via Force Solo
Code Modules:
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OBJPool (Runtime)
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OBJPoolEditor (Editor)
Number of C++ Classes: 30+
Network Replicated: No
Supported Development Platforms:
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Windows: ✅
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Mac: ✅
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Linux: ✅
Supported Target Build Platforms:
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Windows (Desktop)
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Mac
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Linux / SteamOS
Documentation Link:
📘 https://pool.hkh-interactive.com
Example Project:
🎮 Demo Project (UE5.6)
功能:
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🚀 高性能 Actor、Pawn、角色和投射物池系统
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🧰 用于多类 Actor 管理的共享池组件
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🔁 运行时回收,支持蓝图和C++
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🎮 自定义生命周期事件:OnPoolBeginPlay、OnPoolEndPlay
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🧠 高级内存控制:按需实例化、自动初始化、孤儿安全
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🔫 包括池化射弹移动和基于样条线射弹
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💥 Niagara 通过 Force Solo 与 CPU 池兼容
代码模块:
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OBJPool(运行时)
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OBJPoolEditor (编辑)
C++ 类数量: 30+
网络复制: 否
支持的开发平台:
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Windows: ✅
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Mac: ✅
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Linux: ✅
支持的目标构建平台:
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Windows(桌面)
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Mac
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Linux / SteamOS
文档链接:
📘 https://pool.hkh-interactive.com示例项目:
🎮 演示项目(UE5.6)Object Pool Plugin for Unreal Engine
🚀 Boost Performance. Slash Spawns. Game On.
Say goodbye to the overhead of constant Actor spawning and destruction! The Object Pool Plugin is a high-performance, production-ready solution for Unreal Engine developers who need fast, efficient, and scalable Actor reuse in gameplay.
🧠 What It Does:
The Object Pool Plugin introduces a drop-in system that recycles Actors, Pawns, Characters, and Projectiles instead of spawning new ones every time. This drastically improves runtime performance — reducing memory churn, frame spikes, and garbage collection stalls.
💡 Key Features:
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Blueprint & C++ Ready — Easy to use in Blueprints with fully exposed functions, or plug into C++ with granular control.
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Multi-Type Pools — Includes separate components for Actors, Pawns, Characters, and a powerful Shared Pool for mixed types.
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Custom Events — Supports OnPoolBeginPlay and OnPoolEndPlay for seamless behavior resetting.
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Auto Initialization & Deferred Spawning — Spawn on demand, auto-load on game start, or use advanced manual control.
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Projectile Optimization — Includes custom projectile movement & spline support, bypassing Unreal’s default limitations.
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Niagara Compatible — Built-in support for CPU-based pooling with Niagara FX via Force Solo mode.
🎮 Ideal Use Cases:
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Bullet hell shooters
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RPGs with frequent NPC spawning
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Tower defense games
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Action games with repeated VFX or destructibles
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VR & mobile games needing tight performance budgets
⚠️ Pro Tips:
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Never add a Pool Component to a class it spawns. That causes infinite loops!
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Combine with Niagara’s “Force Solo” for FX pooling.
🧩 Fully Modular. Production-Ready.
Designed with real-world performance in mind, this plugin is already battle-tested in commercial projects. It’s plug-and-play, version-compatible, and easy to drop into any Unreal Engine project using 5.x.
🎯 Why Choose This Over DIY Solutions?
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Saves hundreds of hours of manual pooling setup.
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Provides fully maintained C++ backend with exposed Blueprint logic.
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Includes full support for multiple actor types, custom events, and advanced memory handling.
🛒 Ready to scale your gameplay without sacrificing performance?
Grab the Object Pool Plugin now and supercharge your spawning pipeline — one pooled Actor at a time.
Need help with implementation?
🚀 提升性能。斜线生成。游戏开始。
告别持续的 Actor 生成和破坏的开销! 对象池插件是一款高性能、可立即投入生产的解决方案,适合需要在游戏中快速、高效且可扩展的 Actor 重用的虚幻引擎开发人员。
🧠 它的作用:
对象池插件引入了一个嵌入式系统,可以回收 Actor、Pawn、角色和射弹,而不是每次都生成新的。这极大地提高了运行时性能 – 减少内存扰动、帧峰值和垃圾收集停顿。
💡 主要功能:
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蓝图和 C++ 就绪 – 易于在具有完全公开功能的蓝图中使用,或通过精细控制插入 C++。
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多类型池 – 包括 Actor、Pawn、角色的单独组件,以及适用于混合类型的强大共享池。
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自定义事件 – 支持 OnPoolBeginPlay 和 OnPoolEndPlay 以实现无缝行为重置。
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自动初始化和延迟生成 – 按需生成、游戏开始时自动加载或使用高级手动控制。
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投射物优化 – 包括自定义投射物运动和样条线支持,绕过虚幻引擎的默认限制。
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Niagara 兼容 – 通过 Force Solo 内置支持基于 CPU 的 Niagara FX 池化
🎮 理想用例:
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弹幕射击游戏
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频繁生成 NPC 的角色扮演游戏
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塔防游戏
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具有重复视觉特效或效果的动作游戏可破坏性
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VR和手机游戏需要严格的性能预算
⚠️专业提示:
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永远不要将池组件添加到它生成的类中。这会导致无限循环!
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与 Niagara 的“Force Solo”相结合进行 FX 池化。
🧩 完全模块化。生产就绪。
该插件在设计时考虑了实际性能,已经在商业项目中经过了实际测试。它即插即用、版本兼容,并且可以轻松放入任何使用 5.x 的虚幻引擎项目中。
🎯 为什么选择这个而不是 DIY 解决方案?
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节省数百小时的手动池设置。
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提供完全维护的 C++ 后端和公开的蓝图逻辑。
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完全支持多种 Actor 类型、自定义事件和高级内存处理。
🛒 准备好在不牺牲性能的情况下扩展您的游戏玩法了吗?
立即获取对象池插件并增强您的生成管道 — 一个池化 Actor 一次运行一次时间。
需要实施方面的帮助吗?
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