In this episode of the Unreal engine helicopter flying system, I am going to implement a bullet pooling mechanism based on the object pooling pattern. The idea is, instead of spawning and destroying bullets when we shoot from the helicopter, we hide and keep the bullet in an array after moving to the hit surface and when we need to shoot again, an already available bullet object is re-used. This approach is good for performance because we avoid unnecessary spawning and destroying of actors.
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project files : https://www.patreon.com/posts/63654325