Ue Async Threading

quodsoler/unreal-engine-skills/skills/ue-async-threading

by quodsolerf3742d7b688690810df369802b90430324e380b9No licenseListed Oct 9, 2026Updated Oct 9, 2026

Use when offloading work off the game thread, dispatching results back to it, running data-parallel loops, or scheduling timers and tickers in UE C++. Also use when the user mentions 'UE::Tasks::Launch', 'FPipe', 'FTaskEvent', 'AsyncTask', 'Async()', 'TFuture', 'TPromise', 'ParallelFor', 'FRunnable', 'FAsyncTask', 'FCriticalSection', 'FRWLock', 'UE::FMutex', 'TMpscQueue', 'IsInGameThread', 'FTSTicker', 'SetTimer', 'thread safety'. For async asset loading, see ue-data-assets-tables; for smart pointers and GC lifetime, see ue-cpp-foundations.

Instructions onlySoftware Development
AI-generated overview

Reference for Unreal Engine 5.8 C++ async and threading APIs, from UE::Tasks to timers and locks.

What it does
This skill is a reference guide for writing multithreaded C++ in Unreal Engine 5.8. It maps a request to the right API (UE::Tasks, FPipe, Async/TFuture, FAsyncTask, ParallelFor, FRunnable, locks, queues, tickers and timers) and gives verified signatures, code examples, priorities, flags and thread-safety rules. It also points to two bundled reference documents with fuller patterns and a thread-safety guide.
When to use it
Use it when offloading work off the game thread, dispatching results back to it, running data-parallel loops, or scheduling timers and tickers in UE C++. It also applies when the user names APIs such as UE::Tasks::Launch, FPipe, FTaskEvent, Async(), TFuture, ParallelFor, FRunnable, FCriticalSection or FTSTicker.
Requirements
No scripts; instructions and two reference markdown files only. Assumes an Unreal Engine 5.8 C++ project and knowledge of its module dependencies (Core, CoreUObject, Engine, optionally RenderCore).

UE Async and Threading

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

This skill covers moving work off the game thread and bringing results back: the UE::Tasks system (Tasks/Task.h, Tasks/Pipe.h), Async/TFuture (Async/Async.h, Async/Future.h), thread-pool FAsyncTask (Async/AsyncWork.h), ParallelFor, dedicated FRunnable threads, locks and lock-free queues, FTSTicker and FTimerManager. Everything except timers is in the Core module; FTimerManager is in Engine; ENQUEUE_RENDER_COMMAND is in RenderCore. Build.cs: PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" }); and add "RenderCore" only when enqueuing render commands.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Which API fitsPattern Selection
One-shot background work, chaining, prerequisites, eventsUE::Tasks
Serializing access to a resource without a dedicated threadFPipe and FTaskConcurrencyLimiter
Futures, promises, dispatch to the game threadAsync, TFuture and AsyncTask
Reusable pooled work unitFAsyncTask and FAutoDeleteAsyncTask
Data-parallel loopsParallelFor
Long-lived dedicated threadFRunnable and FRunnableThread
Locks, events, atomics, queues, shared pointersSynchronization
Per-frame callbacks and delayed callsTickers and Timers
UObject, GC and render-thread rulesThread Safety Rules
Old formsDeprecated — do not use

Threading Model

ThreadCheckOwns
Game threadIsInGameThread() (CoreGlobals.h)All UObject access, Blueprint, gameplay, timers, tickers
Render threadIsInRenderingThread()Scene proxies, render commands (ENQUEUE_RENDER_COMMAND)
RHI threadIsInRHIThread()GPU command submission
Worker threadsnoneUE::Tasks scheduler, TaskGraph AnyThread, ParallelFor
Thread poolsnoneGThreadPool, GBackgroundPriorityThreadPool, GIOThreadPool; GLargeThreadPool only WITH_EDITOR (Misc/QueuedThreadPool.h)

Golden rule: UObjects are game-thread-only. Compute off-thread on plain data, then apply results on the game thread through a TWeakObjectPtr (see Thread Safety Rules).

Pattern Selection

NeedUseResult
One-shot background work, dependencies, chainingUE::Tasks::LaunchTTask<T>
Run a lambda on the game thread from anywhereAsyncTask(ENamedThreads::GameThread, ...)none
Future-style result with execution-context choiceAsync(EAsyncExecution, ...)TFuture<T>
Serialize tasks touching one resource (FIFO)UE::Tasks::FPipeTTask<T>
Cap how many tasks run at onceUE::Tasks::FTaskConcurrencyLimiternone
Reusable pooled work unit with owner-managed lifetimeFAsyncTask<T> / FAutoDeleteAsyncTask<T>via GetTask()
Data-parallel loop, caller blocksParallelFornone
Long-lived thread (socket, file watcher, sim loop)FRunnable + FRunnableThread::Createmanual
Per-frame callback outside an Actor tickFTSTicker::GetCoreTicker().AddTickerhandle
Delayed or repeating call on the game threadFTimerManager::SetTimerFTimerHandle

UE::Tasks

cpp
#include "Tasks/Task.h"// Tasks/Task.h:299template<typename TaskBodyType>UE::Tasks::TTask<TInvokeResult_T<TaskBodyType>> Launch(const TCHAR* DebugName, TaskBodyType&& TaskBody,    ETaskPriority Priority = ETaskPriority::Normal,    EExtendedTaskPriority ExtendedPriority = EExtendedTaskPriority::None,    ETaskFlags Flags = ETaskFlags::None);// Tasks/Task.h:324 — same, with a prerequisites collection as the third parametertemplate<typename TaskBodyType, typename PrerequisitesCollectionType>UE::Tasks::TTask<TInvokeResult_T<TaskBodyType>> Launch(const TCHAR* DebugName, TaskBodyType&& TaskBody,    PrerequisitesCollectionType&& Prerequisites,    ETaskPriority Priority = ETaskPriority::Normal,    EExtendedTaskPriority ExtendedPriority = EExtendedTaskPriority::None,    ETaskFlags Flags = ETaskFlags::None);
cpp
using namespace UE::Tasks;
TArray<int32> Data;TTask<int32> Sum = Launch(UE_SOURCE_LOCATION, [Data]() { return ComputeSum(Data); });
// Prerequisites: TaskB runs after TaskA completes. Handles are copyable; GetResult() is non-const.TTask<FVector> TaskA = Launch(UE_SOURCE_LOCATION, []() { return FVector(1.f, 2.f, 3.f); });TTask<void> TaskB = Launch(UE_SOURCE_LOCATION,    [TaskA]() mutable { const FVector Pos = TaskA.GetResult(); ConsumePosition(Pos); },    Prerequisites(TaskA), ETaskPriority::BackgroundNormal);
// Manual gate: nothing after the event starts until Trigger()FTaskEvent Gate{ UE_SOURCE_LOCATION };TTask<void> Gated = Launch(UE_SOURCE_LOCATION, []() { DoWork(); }, Prerequisites(Gate));Gate.Trigger();
// Wait for a group, with timeout (Tasks/Task.h:393)TArray<FTask> Group{ TaskB, Gated };const bool bAllDone = Wait(Group, FTimespan::FromMilliseconds(5.0));
// Cooperative cancellation (Tasks/Task.h: FCancellationToken)FCancellationToken Token;Launch(UE_SOURCE_LOCATION, [&Token]() { for (int32 i = 0; i < 1000; ++i) { if (Token.IsCanceled()) { return; } Step(i); } });Token.Cancel();
// Already-completed task holding a value (useful for uniform interfaces)TTask<int32> Ready = MakeCompletedTask<int32>(42);

Handle API (Tasks/Task.h:36-95): IsValid(), IsCompleted(), Wait(), Wait(FTimespan Timeout) returns bool, TryRetractAndExecute() runs the task inline if not started, GetResult() waits then returns ResultType& (check(IsValid())). Free functions: Wait(FTask&), Wait(Collection, FTimespan), WaitAny(Collection, Timeout) returns the index, Any(Collection) returns an FTask completed when any input completes, AddNested(Task) from inside a running task so the parent is not complete until the nested one is.

Priorities (Async/Fundamental/Task.h:20, Tasks/TaskPrivate.h:59-93): ETaskPriority::High | Normal (= Default) | BackgroundHigh | BackgroundNormal | BackgroundLow | Inherit. EExtendedTaskPriority::None | Inline | TaskEvent | GameThreadNormalPri | GameThreadHiPri | GameThreadNormalPriLocalQueue | GameThreadHiPriLocalQueue | RenderThreadNormalPri | RenderThreadHiPri | RHIThreadNormalPri | RHIThreadHiPri (plus LocalQueue variants). ETaskFlags::None | DoNotRunInsideBusyWait. Passing EExtendedTaskPriority::GameThreadNormalPri runs the body on the game thread.

A legacy TaskGraph FGraphEventRef can be passed directly as the prerequisites argument of Launch (Tasks/TaskPrivate.h:266), and collections of them work in WaitAny/Any (Tasks/Task.h:417, 468), so UE::Tasks can wait on TaskGraph work. Full chained example: threading-patterns.md [blocked].

FPipe and FTaskConcurrencyLimiter

FPipe executes its tasks one after another (FIFO when no extra prerequisites), so it replaces a dedicated thread guarding a resource. The pipe must outlive its last task; ~FPipe() asserts !HasWork().

cpp
#include "Tasks/Pipe.h"#include "Tasks/TaskConcurrencyLimiter.h"
UE::Tasks::FPipe SavePipe{ TEXT("SavePipe") };                       // explicit FPipe(const TCHAR* InDebugName)UE::Tasks::TTask<void> First = SavePipe.Launch(UE_SOURCE_LOCATION, []() { WriteChunk(0); });UE::Tasks::TTask<bool> Second = SavePipe.Launch(UE_SOURCE_LOCATION, []() { return WriteChunk(1); },    UE::Tasks::ETaskPriority::BackgroundNormal);const bool bInsidePipe = SavePipe.IsInContext();                     // true only while a pipe task runs on this threadSavePipe.WaitUntilEmpty();                                           // before destroying the pipe
UE::Tasks::FTaskConcurrencyLimiter Limiter(4 /*MaxConcurrency*/, UE::Tasks::ETaskPriority::BackgroundHigh);for (int32 Index = 0; Index < 64; ++Index){    Limiter.Push(UE_SOURCE_LOCATION, [Index](uint32 Slot) { ProcessWithScratch(Index, Slot); }); // Slot in [0, MaxConcurrency)}Limiter.Wait();                                                      // Wait(FTimespan Timeout = FTimespan::MaxValue())

FPipe::Launch(const TCHAR*, TaskBody, [Prerequisites,] ETaskPriority = Default, EExtendedTaskPriority = None, ETaskFlags = None) (Tasks/Pipe.h:63,90). FTaskConcurrencyLimiter may be destroyed before its tasks finish; its Wait is satisfied once and never re-arms (Tasks/TaskConcurrencyLimiter.h:171-212).

Async, TFuture and AsyncTask

cpp
#include "Async/Async.h"// Async/Async.h:299template<typename CallableType>auto Async(EAsyncExecution Execution, CallableType&& Callable, TUniqueFunction<void()> CompletionCallback = nullptr) -> TFuture<decltype(Forward<CallableType>(Callable)())>;// Async/Async.h:407 — takes a reference, so pass *GThreadPooltemplate<typename CallableType>auto AsyncPool(FQueuedThreadPool& ThreadPool, CallableType&& Callable, TUniqueFunction<void()> CompletionCallback = nullptr, EQueuedWorkPriority InQueuedWorkPriority = EQueuedWorkPriority::Normal);// Async/Async.h:430template<typename CallableType>auto AsyncThread(CallableType&& Callable, uint32 StackSize = 0, EThreadPriority ThreadPri = TPri_Normal, TUniqueFunction<void()> CompletionCallback = nullptr);// Async/Async.h:463CORE_API void AsyncTask(ENamedThreads::Type Thread, TUniqueFunction<void()> Function);
EAsyncExecution (Async/Async.h:27)Runs on
TaskGraphWorker thread, short tasks
TaskGraphMainThreadGame thread, may run inside GC or PostLoad waits — only for code safe anywhere
TaskGraphMainTickGame thread inside a Tick — the safe choice for delegates and UObject code
ThreadNew dedicated thread, long-running or blocking I/O
ThreadIfForkSafeAs Thread, fork-aware
ThreadPoolGThreadPool
LargeThreadPoolGLargeThreadPool, WITH_EDITOR only
cpp
TFuture<FMyResult> Future = Async(EAsyncExecution::ThreadPool, []() { return ComputeResult(); });if (Future.IsReady()) { UseResult(Future.Get()); }       // non-blocking checkFMyResult Copy = Future.Get();                            // blocks; does NOT invalidate (Async/Future.h:226)Future.Next([](FMyResult Value) { UseResult(Value); });   // continuation receives the value; runs on the completing thread
TPromise<FMyResult> Promise;TFuture<FMyResult> FromPromise = Promise.GetFuture();   // call onceAsync(EAsyncExecution::Thread, [P = MoveTemp(Promise)]() mutable { P.SetValue(ComputeResult()); });
AMyActor* MyActor = FindMyActor();AsyncTask(ENamedThreads::GameThread, [WeakActor = TWeakObjectPtr<AMyActor>(MyActor), Copy](){    if (AMyActor* Actor = WeakActor.Get()) { Actor->ApplyResult(Copy); }});

TFuture<T> (Async/Future.h:210-440): Get(), IsReady(), IsValid(), Wait(), WaitFor(const FTimespan&), WaitUntil(const FDateTime&), Then(Func) receives TFuture<T>, Next(Func) receives T (both move the state out and invalidate this future, Async/Future.h:669), Consume() moves the value out and invalidates, Share() gives TSharedFuture<T>, Reset(). TPromise<T> (:527): GetFuture(), SetValue(const T&), SetValue(T&&), EmplaceValue(Args&&...). Continuations run on whichever thread completes the promise — hop to the game thread explicitly.

FAsyncTask and FAutoDeleteAsyncTask

Reusable work unit on a FQueuedThreadPool. Subclass FNonAbandonableTask (Async/AsyncWork.h:666), implement DoWork() and GetStatId(). FAsyncTask<T> constructs T inside its own constructor, so with the friend declaration T's constructor may be private (the engine's own example in AsyncWork.h:26-42 does this). Members your code reads through Task->GetTask() must be public, because that access happens outside the friend.

cpp
#include "Async/AsyncWork.h"
class FMyChunkTask : public FNonAbandonableTask{public:    friend class FAsyncTask<FMyChunkTask>;    friend class FAutoDeleteAsyncTask<FMyChunkTask>;
    explicit FMyChunkTask(TArray<int32> InInput) : Input(MoveTemp(InInput)) {}
    int32 Result = 0;
    void DoWork()    {        for (int32 Value : Input) { Result += Value; }    }
    FORCEINLINE TStatId GetStatId() const    {        RETURN_QUICK_DECLARE_CYCLE_STAT(FMyChunkTask, STATGROUP_ThreadPoolAsyncTasks);    }
private:    TArray<int32> Input;};
// Owner-managed lifetimeTArray<int32> Numbers;FAsyncTask<FMyChunkTask>* Task = new FAsyncTask<FMyChunkTask>(MoveTemp(Numbers));Task->StartBackgroundTask();                       // (FQueuedThreadPool* = GThreadPool, EQueuedWorkPriority = Normal, EQueuedWorkFlags = None, int64 RequiredMemory = -1, const TCHAR* DebugName = nullptr)const bool bReady = Task->IsDone();                // poll once per frame, never spinTask->EnsureCompletion();                          // (bool bDoWorkOnThisThreadIfNotStarted = true, bool bIsLatencySensitive = false)const int32 Sum = Task->GetTask().Result;delete Task;
// Fire-and-forget: deletes itself after DoWork(new FAutoDeleteAsyncTask<FMyChunkTask>(MoveTemp(Numbers)))->StartBackgroundTask();

Other members (Async/AsyncWork.h:415-558): StartSynchronousTask(...) runs inline; Cancel() returns true if it was still queued; WaitCompletionWithTimeout(float TimeLimitSeconds); IsWorkDone() is the cheap non-blocking check. Pass GBackgroundPriorityThreadPool as the pool for low-priority work. Full template: threading-patterns.md [blocked].

ParallelFor

cpp
#include "Async/ParallelFor.h"// Async/ParallelFor.h:526, :543inline void ParallelFor(int32 Num, TFunctionRef<void(int32)> Body, EParallelForFlags Flags = EParallelForFlags::None);inline void ParallelFor(const TCHAR* DebugName, int32 Num, int32 MinBatchSize, TFunctionRef<void(int32)> Body, EParallelForFlags Flags = EParallelForFlags::None);// Async/ParallelFor.h:792 — Body is called as Body(ContextType&, int32 Index)template <typename ContextType, typename ContextAllocatorType, typename FunctionType>inline void ParallelForWithTaskContext(const TCHAR* DebugName, TArray<ContextType, ContextAllocatorType>& OutContexts, int32 Num, int32 MinBatchSize, const FunctionType& Body, EParallelForFlags Flags = EParallelForFlags::None);
cpp
TArray<UStaticMesh*> Meshes;ParallelFor(Meshes.Num(), [&Meshes](int32 Index) { ProcessMesh(Meshes[Index]); });
ParallelFor(TEXT("ProcessMeshes"), Meshes.Num(), 64, [&Meshes](int32 Index) { ProcessMesh(Meshes[Index]); },    EParallelForFlags::Unbalanced | EParallelForFlags::BackgroundPriority);
struct FMyScratch { TArray<FVector> Buffer; };TArray<FMyScratch> Contexts;                                          // one per worker task, reused across iterationsParallelForWithTaskContext(TEXT("Normals"), Contexts, Meshes.Num(), 32,    [&Meshes](FMyScratch& Scratch, int32 Index) { Scratch.Buffer.Reset(); ComputeNormals(Meshes[Index], Scratch.Buffer); });
EParallelForFlags (Async/ParallelFor.h:46)Effect
NoneDefault
ForceSingleThreadRun sequentially on the caller (debugging)
UnbalancedIterations have very different costs; smaller batches
PumpRenderingThreadCaller pumps render commands while waiting
BackgroundPriorityWorkers run at background priority

Also available: ParallelForTemplate(...) (no TFunctionRef indirection, :496), ParallelForWithPreWork(...) (:571, run caller-side work before helping), ParallelForWithTaskContext(OutContexts, Num, ContextConstructor, Body, Flags) (:722), ParallelForWithExistingTaskContext(TArrayView<ContextType> Contexts, Num, MinBatchSize, Body, Flags) (:815). The caller participates and blocks until every iteration finishes. CVar Async.ParallelFor.DisableOversubscription (GParallelForDisableOversubscription, Async/ParallelFor.h:43) stops ParallelFor from waking extra workers.

FRunnable and FRunnableThread

Use only for a dedicated, long-lived thread. Lifecycle on the new thread: Init() → Run() → Exit(). Stop() is called from outside by Kill(); it must only signal.

cpp
// HAL/Runnable.h:32-69 — override verbatimvirtual bool Init();virtual uint32 Run() = 0;virtual void Stop();virtual void Exit();virtual class FSingleThreadRunnable* GetSingleThreadInterface();   // return a fallback for -nothreading platforms, or nullptr
// HAL/RunnableThread.h:44static CORE_API FRunnableThread* Create(    class FRunnable* InRunnable,    const TCHAR* ThreadName,    uint32 InStackSize = 0,    EThreadPriority InThreadPri = TPri_Normal,    uint64 InThreadAffinityMask = FPlatformAffinity::GetNoAffinityMask(),    EThreadCreateFlags InCreateFlags = EThreadCreateFlags::None);virtual bool Kill(bool bShouldWait = true) = 0;    // calls Stop(); with bShouldWait blocks until Run() returnsvirtual void WaitForCompletion() = 0;virtual void Suspend(bool bShouldPause = true) = 0;virtual void SetThreadPriority(EThreadPriority NewPriority) = 0;

EThreadPriority (GenericPlatform/GenericPlatformAffinity.h:25): TPri_Normal, TPri_AboveNormal, TPri_BelowNormal, TPri_Highest, TPri_Lowest, TPri_SlightlyBelowNormal, TPri_TimeCritical. Always Kill(true) then delete the FRunnableThread*; killing without waiting leaks and can deadlock (header comment HAL/RunnableThread.h:77-79). Sleep with FPlatformProcess::Sleep(float Seconds) or block on an FEventRef instead of spinning. Full template with shutdown: threading-patterns.md [blocked].

Synchronization

NeedTypeRAII guardHeader
General mutex, recursiveFCriticalSection (= UE::FPlatformRecursiveMutex)FScopeLock Lock(&Mutex); FScopeUnlock to release inside a scopeHAL/CriticalSection.h:53, Misc/ScopeLock.h:140
Many readers, one writer, not recursiveFRWLock (= UE::FPlatformRWLock)FReadScopeLock(FRWLock&), FWriteScopeLock(FRWLock&), FRWScopeLock(Lock, SLT_ReadOnly / SLT_Write)HAL/CriticalSection.h:56, Misc/ScopeRWLock.h:92-198
One-byte, non-recursive, unfair, fastestUE::FMutexUE::TUniqueLock<UE::FMutex>; UE::TDynamicUniqueLock with UE::DeferLockAsync/Mutex.h:18, Async/UniqueLock.h:19,48, Async/LockTags.h:12
Small recursive mutexUE::FRecursiveMutexUE::TUniqueLockAsync/RecursiveMutex.h:19
Small readers/writerUE::FSharedMutex (LockShared/UnlockShared)UE::TSharedLock, UE::TUniqueLockAsync/SharedMutex.h:22, Async/SharedLock.h:21
Guard any type with Lock()/Unlock()UE::TScopeLock<MutexType>—Misc/ScopeLock.h:25
cpp
TArray<FVector> Points;mutable FCriticalSection Mutex;              // mutable so const getters can lockvoid Add(const FVector& P) { FScopeLock Lock(&Mutex); Points.Add(P); }
TMap<FName, FVector> Cache;mutable FRWLock CacheLock;FVector Read(FName Key) const { FReadScopeLock Lock(CacheLock); return Cache.FindRef(Key); }void Write(FName Key, FVector V) { FWriteScopeLock Lock(CacheLock); Cache.Add(Key, V); }
int32 Counter = 0;UE::FMutex SmallMutex;void Bump() { UE::TUniqueLock Lock(SmallMutex); ++Counter; }

Events: FEventRef Event(EEventMode::AutoReset) (HAL/Event.h:129-139) is the RAII pooled FEvent: Event->Trigger(), Event->Wait(), Event->Wait(uint32 WaitTimeMs), Event->Reset(). Raw pooling: FEvent* E = FPlatformProcess::GetSynchEventFromPool(bool bIsManualReset = false) / FPlatformProcess::ReturnSynchEventToPool(E) (GenericPlatformProcess.h:786,799). UE::FManualResetEvent (Async/ManualResetEvent.h): Notify(), Wait(), WaitFor(FMonotonicTimeSpan), Reset(). Between tasks prefer UE::Tasks::FTaskEvent — waiting on it does not block a worker.

Atomics: std::atomic<T> (<atomic>, already included by Templates/Atomic.h). FThreadSafeCounter, FThreadSafeBool and TAtomic are marked deprecated in their headers (see Deprecated). Use std::memory_order_relaxed for pure flags and counters, acquire/release when the atomic publishes other data.

Queues: TMpscQueue<T> (Containers/MpscQueue.h) and TSpscQueue<T> (Containers/SpscQueue.h): Enqueue(Args&&...), bool Dequeue(T& Out), TOptional<T> Dequeue(), T* Peek(), IsEmpty(). Single consumer only. TQueue<T, EQueueMode> still compiles but is marked "planned for deprecation" (Containers/Queue.h:11).

Shared pointers: TSharedPtr, TSharedRef, TWeakPtr and MakeShared default to ESPMode::ThreadSafe (Templates/SharedPointerFwd.h:24-27, SharedPointer.h:2110); the refcount is atomic, the pointee is not protected. Opt into ESPMode::NotThreadSafe only for hot single-thread paths.

Tickers and Timers

Both run on the game thread. FTSTicker is engine-wide and survives level changes; FTimerManager is per UWorld and pauses with it.

cpp
#include "Containers/Ticker.h"// Inside AMyActor, which declares: void Poll(float DeltaTime); void OnFire();// Containers/Ticker.h:45,56,66 — delegate returns true to keep ticking, false to remove itselfFTSTicker::FDelegateHandle TickHandle = FTSTicker::GetCoreTicker().AddTicker(    FTickerDelegate::CreateWeakLambda(this, [this](float DeltaTime) { Poll(DeltaTime); return true; }), 0.0f /*InDelay*/);FTSTicker::FDelegateHandle Named = FTSTicker::GetCoreTicker().AddTicker(TEXT("MyPoll"), 0.5f, [](float DeltaTime) { return true; });FTSTicker::RemoveTicker(TickHandle);            // static; safe with an expired handle

FTickerDelegate is DECLARE_DELEGATE_RetVal_OneParam(bool, FTickerDelegate, float) (Containers/Ticker.h:21). Subclass FTSTickerObjectBase and override virtual bool Tick(float DeltaTime) = 0 for an object that registers itself (:136-158).

cpp
#include "TimerManager.h"// Engine/Public/TimerManager.h:167-237, 247-268, 281-291FTimerHandle FireHandle, OnceHandle, DelegateHandle;                  // normally UPROPERTY-free members of AMyActorFTimerManager& Timers = GetWorldTimerManager();                       // AActor; elsewhere GetWorld()->GetTimerManager()Timers.SetTimer(FireHandle, this, &AMyActor::OnFire, 1.0f, /*InbLoop*/ true, /*InFirstDelay*/ -1.f);Timers.SetTimer(OnceHandle, FTimerDelegate::CreateWeakLambda(this, [this]() { OnFire(); }), 2.0f, false);Timers.SetTimer(DelegateHandle, FTimerDelegate::CreateUObject(this, &AMyActor::OnFire), 1.0f, false, 0.25f);
FTimerManagerTimerParameters Params;                                  // TimerManager.h:124Params.bLoop = true; Params.bMaxOncePerFrame = true; Params.FirstDelay = 0.5f;Timers.SetTimer(FireHandle, this, &AMyActor::OnFire, 0.1f, Params);
FTimerHandle NextTick = Timers.SetTimerForNextTick(this, &AMyActor::OnFire);Timers.PauseTimer(FireHandle); Timers.UnPauseTimer(FireHandle);const float Remaining = Timers.GetTimerRemaining(FireHandle);          // -1 if not foundTimers.ClearTimer(FireHandle);                                        // invalidates the handleTimers.ClearAllTimersForObject(this);                                 // clears timers bound to this object; CreateLambda/TFunction timers need ClearTimer(Handle)

FTimerDelegate is TDelegate<void(), FNotThreadSafeNotCheckedDelegateUserPolicy> (TimerManager.h:23); create it with CreateUObject, CreateWeakLambda, CreateLambda, CreateSP, CreateStatic (Delegates/DelegateSignatureImpl.inl). SetTimer overloads take a method pointer, FTimerDelegate, FTimerDynamicDelegate, TFunction<void(void)>&&, or no callback (handle-only countdown). Blueprint-facing: UKismetSystemLibrary::K2_SetTimer(UObject* Object, FString FunctionName, float Time, bool bLooping, bool bMaxOncePerFrame = false, float InitialStartDelay = 0.f, float InitialStartDelayVariance = 0.f) and K2_ClearAndInvalidateTimerHandle(const UObject* WorldContextObject, UPARAM(ref) FTimerHandle& Handle) (Kismet/KismetSystemLibrary.h:902,832). Timer examples: threading-patterns.md [blocked].

Thread Safety Rules

  1. Game thread only: any UPROPERTY read or write, UFUNCTION call, GetWorld(), spawning, destroying, component changes, delegates on UObjects, timers, tickers. Guard entry points with check(IsInGameThread()).
  2. Never capture raw UObject* or this into deferred work. Capture TWeakObjectPtr<T> (UObject/WeakObjectPtrTemplates.h:25) and resolve with Get() on the game thread, or build delegates with CreateWeakLambda.
  3. GC can run between the launch and the callback. FGCScopeGuard (UObject/GarbageCollection.h:117) blocks GC for a scope; use it only for short read-only access from a worker, never around blocking waits.
  4. Render thread: ENQUEUE_RENDER_COMMAND(MyCommand)([Data](FRHICommandListImmediate& RHICmdList) { UploadOnRenderThread(RHICmdList, Data); }); (RenderCore/Public/RenderingThread.h:1087, module RenderCore); FlushRenderingCommands() from the game thread drains it. Check with IsInRenderingThread().
  5. Shared data needs its own lock even inside a thread-safe TSharedPtr; the refcount is atomic, the payload is not.
  6. Prefer lock-free hand-off: TMpscQueue, std::atomic, double-buffering, or one FPipe per resource.

Full patterns, lock ordering, double buffering, FScopedSlowTask and sanitizer notes: thread-safety-guide.md [blocked]. Async asset loading (FStreamableManager::RequestAsyncLoad) belongs to ue-data-assets-tables.

Deprecated — do not use

Do not emitUse in 5.8Source
FTicker::GetCoreTicker()FTSTicker::GetCoreTicker()FTicker is absent from the 5.8 headers; only FTSTicker exists (Containers/Ticker.h:26)
FThreadSafeCounterstd::atomic<int32>header comment "DEPRECATED. Please use std::atomic<int32>" (HAL/ThreadSafeCounter.h:9)
FThreadSafeBoolstd::atomic<bool>header comment "DEPRECATED" (HAL/ThreadSafeBool.h:9)
TAtomic<T>std::atomic<T>"planned for deprecation" (Templates/Atomic.h:13, :528); no UE_DEPRECATED macro yet
FExternalMutexTIntrusiveMutex<Params> (Async/IntrusiveMutex.h:60)UE_DEPRECATED(5.7) in Async/ExternalMutex.h:73
TExternalMutex<Params>TIntrusiveMutex<Params>UE_DEPRECATED(5.8) in Async/ExternalMutex.h:23
FPlatformProcess::CreateSynchEvent(...)GetSynchEventFromPool / ReturnSynchEventToPool, or FEventRefUE_DEPRECATED(5.0) in GenericPlatform/GenericPlatformProcess.h:776
TQueue<T, EQueueMode::Mpsc> / EQueueMode::SpscTMpscQueue<T> / TSpscQueue<T>"planned for deprecation" (Containers/Queue.h:11)
ParallelFor(Num, Body, bool bForceSingleThread, bool bPumpRenderingThread)ParallelFor(Num, Body, EParallelForFlags)bool overload kept at Async/ParallelFor.h:481; flags form :526 is the documented one
AsyncPool(GThreadPool, ...)AsyncPool(*GThreadPool, ...)parameter is FQueuedThreadPool& (Async/Async.h:407); the pointer form does not compile
TSharedPtr<T, ESPMode::NotThreadSafe> "because the default is not thread-safe"TSharedPtr<T> — the default is ESPMode::ThreadSafeTemplates/SharedPointerFwd.h:25
TGraphTask<T> / FGraphEventRef for new workUE::Tasks::Launch / FTask (recommendation, not a deprecation)no UE_DEPRECATED in Async/TaskGraphInterfaces.h; FGraphEventRef still accepted as a UE::Tasks prerequisite (Tasks/Task.h:360)

Common Mistakes

Touching a UObject from a worker: GC and other game-thread writes race with you.

cpp
// WRONG — Health is a UPROPERTY on this AMyActorAsync(EAsyncExecution::ThreadPool, [this]() { Health = ComputeHealth(); });// RIGHTAsync(EAsyncExecution::ThreadPool, [Weak = TWeakObjectPtr<AMyActor>(this)](){    const float NewHealth = ComputeHealth();    AsyncTask(ENamedThreads::GameThread, [Weak, NewHealth]() { if (AMyActor* A = Weak.Get()) { A->ApplyResult(NewHealth); } });});

Blocking the game thread right after launching: Task.GetResult() or Future.Get() on the next line turns async into sync. Poll IsCompleted()/IsReady() in Tick, chain with Prerequisites, or hop back with AsyncTask(ENamedThreads::GameThread, Lambda).

Private members in an FNonAbandonableTask: friend class FAsyncTask<T> covers the constructor (it runs inside FAsyncTask), but not GetTask().Result read from your code. Make the result members public.

Nested FRWLock acquisition: FRWLock is not recursive; a read lock inside a read lock (or a write inside a read) deadlocks. Acquire once per call path or switch to FCriticalSection.

Shared mutable state inside ParallelFor:

cpp
TArray<int32> Data;// WRONGint32 Total = 0; ParallelFor(Data.Num(), [&](int32 i) { Total += Data[i]; });// RIGHTstd::atomic<int32> Total{ 0 }; ParallelFor(Data.Num(), [&](int32 i) { Total.fetch_add(Data[i], std::memory_order_relaxed); });

Destroying an FPipe or FRunnable owner with work in flight: call Pipe.WaitUntilEmpty() and Thread->Kill(true) before the destructor body runs; ~FPipe() asserts !HasWork().

Blocking inside FRunnable::Stop(): Stop() runs on the caller's thread while Run() is still executing; only set an atomic flag or trigger an event, then let Kill(true) wait.

Raw-delegate timers on a dying actor: FTimerDelegate::CreateLambda([this]{}) keeps calling after EndPlay; use CreateWeakLambda/CreateUObject and ClearAllTimersForObject(this).

Related Skills

  • ue-cpp-foundations — TSharedPtr/TWeakObjectPtr/TStrongObjectPtr semantics, GC lifetime, subsystems table
  • ue-data-assets-tables — FStreamableManager, UAssetManager, async asset loading and soft references
  • ue-testing-debugging — Unreal Insights task and thread traces, stat commands, logging, automation tests for async code
  • ue-procedural-generation — long-running generation on FAsyncTask/UE::Tasks, ProceduralMeshComponent hand-off to the game thread
  • ue-mass-entity — ParallelForEachEntityChunk, EParallelExecutionFlags, processor threading rules
  • ue-networking-replication — RPC and replication callbacks always run on the game thread
  • ue-blueprint-cpp-interop — exposing C++ to Blueprint: UFUNCTION/UPROPERTY meta keys, latent actions and async nodes
  • ue-niagara-effects — Niagara systems, user parameters, data interfaces and data channels
  • ue-serialization-savegames — USaveGame, FArchive, actor snapshots and config persistence

Source and attribution

Source:quodsoler/unreal-engine-skillsinskills/ue-async-threadingat commitf3742d7

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