Actor Pool Set
- Base:
- UDataAsset
- Type:
- UNActorPoolSet
- Header File:
- NexusActorPools/Public/NActorPoolSet.h
A UDataAsset that serves as a collection of preconfigured FNActorPoolSettings to allow for easily warming up FNActorPools with the given context. One compelling usage of these sets is to process a level on save, or cook and determine a good amount of the spawnable actors and create an UNActorPoolSet per level. That way, when a level is loaded, you can apply its UNActorPoolSet and have all of the spawnable AActor prewarmed.
Creating​
From the Content Browser, right-click to bring up the context menu and navigate to the NEXUS submenu. From there, you should have an option to create an NActorPool Set.

Editing​
By double-clicking on a UNActorPoolSet asset, it will open the default Data Asset editor window. From there, you create entries in the array for the specific AActor and its corresponding settings.

You can nest / link UNActorPoolSets with others, so when one set is applied, the nested UNActorPoolSets will also be used.
Applying​
Once you have a valid reference to the desired UNActorPoolSet, you instruct the UNActorPoolSubsystem to apply the given set.
- Blueprint
- C++
UNActorPoolSubsystem::Get(GetWorld())->ApplyActorPoolSet(TargetActorPoolSet);