5 minutes
An empty road at thirty units a second looks identical to an empty road at rest. Traffic is what turns the ribbon into a place. But a spawner bolted to a pad cannot supply it: a pad picks a spawn point once and it is still a spawn point a minute later, whereas the only stretch of road worth putting a car on is the one you are about to reach — and that stretch moves at whatever speed you are doing.
A blueprint entity is a pool
Cars appear and disappear continuously, which is the exact workload that must never go through createEntity and removeEntity. At one car every 1.1 seconds, that is fifty-odd entities and their meshes built and thrown away every minute, for as long as anyone plays. The free Pool component turns the whole stream into twelve entities:
Two fields, and the interesting one is the one that isn't there. A Pool marker says nothing about what it holds. The blueprint's other components are the template — declared as ordinary top-level scene keys, so their Systems register through the normal scene-load path and a pooled car's CarDrive runs with no extra wiring.
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