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by teamonkey
444 days ago
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Pooling is pretty standard practice though, it would be the go-to solution for any experienced gameplay programmer when dealing with more than a dozen entities (though annoyingly there isn’t a standardised way of doing it in Blueprint). |
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They're fantastic for prototyping, but once you have designed some kind of hot-path most people typically start converting blueprints to code as an optimisation.
In such a scenario adding pooling becomes a trivial part of such an effort.