24 virtual void Initialize(FSubsystemCollectionBase& Collection)
override;
25 virtual void Deinitialize()
override;
29 UFUNCTION(BlueprintCallable, Category=
"Pool", meta = (WorldContext =
"WorldContextObject"))
30 AActor* GetPoolItem(const UObject* WorldContextObject, TSubclassOf<AActor> InClass);
32 UFUNCTION(BlueprintCallable, Category="Pool", meta = (WorldContext = "WorldContextObject"))
33 AActor* GetPoolItemLocationRotator(const UObject* WorldContextObject, const TSubclassOf<AActor> InClass, const FVector Location, const FRotator Rotator );
35 UFUNCTION(BlueprintCallable, Category="Pool")
36 void ReturnActorToPool(AActor* Actor);
39 TMap<UClass*, TArray<AActor*>> PoolMap;