31 virtual void OnWorldBeginPlay(UWorld& InWorld)
override;
33 UFUNCTION(BlueprintCallable, Category =
"ObjectPool")
34 AActor* GetActorFromPool(TSubclassOf<AActor> ActorClass, FVector Location, FRotator Rotation);
36 UFUNCTION(BlueprintCallable, Category =
"ObjectPool")
37 void ReturnActorToPool(AActor* ActorToReturn);
40 AActor* CreateActorAndSetup(TSubclassOf<AActor> ActorClass, UWorld* World);
41 AActor* CreateActorFromPendingWarmup(TSubclassOf<AActor> ActorClass);
42 void QueuePoolWarmup(TSubclassOf<AActor> ActorClass, int32 ActorCount);
43 void ProcessPendingPoolWarmup();
44 void ScheduleNextPoolWarmup();
52 bool bIsPoolWarmupActive = false;