25 virtual void OnWorldBeginPlay(UWorld& InWorld)
override;
27 UFUNCTION(BlueprintCallable, Category =
"ObjectPool")
28 AActor* GetActorFromPool(TSubclassOf<AActor> ActorClass, FVector Location, FRotator Rotation);
30 UFUNCTION(BlueprintCallable, Category =
"ObjectPool")
31 void ReturnActorToPool(AActor* ActorToReturn);
34 AActor* CreateActorAndSetup(TSubclassOf<AActor> ActorClass, UWorld* World);