GTA-Inspired NPC System in UE5 – Part 3 – Pooling
GTA-Inspired NPC System in UE5 – Part 3 – Pooling
In this video, I continue building a Grand Theft Auto-inspired NPC spawner in Unreal Engine 5. This is part 3 of the system where I introduce object pooling to dramatically improve performance when handling dynamic NPCs.
🔷 What You’ll Learn in This Video:
✅ Implement an object pooling system for NPCs
✅ Spawn and despawn NPCs efficiently
✅ Handle location-based spawning rules
✅ Optimize a large open world with minimal performance hit
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🔷 My Setup:
👉 OS: Manjaro Linux
👉 CPU: Intel Core i7-4790K @ 4.00GHz
👉 GPU: Nvidia GeForce RTX 3090 24GB
👉 RAM: 16GB
👉 Headphones: Audio Technica ATH-M50X
👉 Mic: Audio Technica AT2020
👉 DAC: Behringer UMC22
👉 Keyboard: Keychron Q3 QMK with Krome Keycaps - Pudding rainbow kanji-hiragana caps
👉 Mouse: Logitech G403
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🔷 Chapters:
0:00 - Intro
00:49 - What is pooling
03:34 - Idea
06:26 - Pooling struct
08:54 - Check NPC distances
12:09 - Add Spawned NPC to Profile
15:05 - Check NPC distances update
16:02 - Get NPC spawn count
17:37 - Should spawn NPC macro
18:19 - Finding NPC in pool
22:20 - Remove NPC from pool
24:11 - Struct updating
29:03 - Updating remove spawned npcs
29:54 - NPC distance
30:29 - Patreon
30:39 - Testing pooling
31:25 - Disabling pool
34:15 - Testing disabling
38:00 - Check NPC in pool
39:40 - Get NPC from pool
49:34 - Result
53:54 - Outro
#UnrealEngine5 #NPCSpawner #GameDevelopment