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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.

Use this Skill: https://skilld.dev/gh/quodsoler/unreal-engine-skills/ue-async-threading

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SKILL.md

โ‰ˆ142 tokens always: the name and description. โ‰ˆ7.8k when used: this file. โ‰ˆ8.4k more on demand in 2 files.

UE Async and Threading

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated โ€” 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 aboutโ€ฆ Go to
Which API fits Pattern Selection
One-shot background work, chaining, prerequisites, events UE::Tasks
Serializing access to a resource without a dedicated thread FPipe and FTaskConcurrencyLimiter
Futures, promises, dispatch to the game thread Async, TFuture and AsyncTask
Reusable pooled work unit FAsyncTask and FAutoDeleteAsyncTask
Data-parallel loops ParallelFor
Long-lived dedicated thread FRunnable and FRunnableThread
Locks, events, atomics, queues, shared pointers Synchronization
Per-frame callbacks and delayed calls Tickers and Timers
UObject, GC and render-thread rules Thread Safety Rules
Old forms Deprecated โ€” do not use

Threading Model

Thread Check Owns
Game thread IsInGameThread() (CoreGlobals.h) All UObject access, Blueprint, gameplay, timers, tickers
Render thread IsInRenderingThread() Scene proxies, render commands (ENQUEUE_RENDER_COMMAND)
RHI thread IsInRHIThread() GPU command submission
Worker threads none UE::Tasks scheduler, TaskGraph AnyThread, ParallelFor
Thread pools none GThreadPool, 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

Need Use Result
One-shot background work, dependencies, chaining UE::Tasks::Launch TTask<T>
Run a lambda on the game thread from anywhere AsyncTask(ENamedThreads::GameThread, ...) none
Future-style result with execution-context choice Async(EAsyncExecution, ...) TFuture<T>
Serialize tasks touching one resource (FIFO) UE::Tasks::FPipe TTask<T>
Cap how many tasks run at once UE::Tasks::FTaskConcurrencyLimiter none
Reusable pooled work unit with owner-managed lifetime FAsyncTask<T> / FAutoDeleteAsyncTask<T> via GetTask()
Data-parallel loop, caller blocks ParallelFor none
Long-lived thread (socket, file watcher, sim loop) FRunnable + FRunnableThread::Create manual
Per-frame callback outside an Actor tick FTSTicker::GetCoreTicker().AddTicker handle
Delayed or repeating call on the game thread FTimerManager::SetTimer FTimerHandle

UE::Tasks

#include "Tasks/Task.h"
// Tasks/Task.h:299
template<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 โ€” same, with a prerequisites collection as the third parameter
template<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);
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.

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().

#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 thread
SavePipe.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

#include "Async/Async.h"
// Async/Async.h:299
template<typename CallableType>
auto Async(EAsyncExecution Execution, CallableType&& Callable, TUniqueFunction<void()> CompletionCallback = nullptr) -> TFuture<decltype(Forward<CallableType>(Callable)())>;
// Async/Async.h:407 โ€” takes a reference, so pass *GThreadPool
template<typename CallableType>
auto AsyncPool(FQueuedThreadPool& ThreadPool, CallableType&& Callable, TUniqueFunction<void()> CompletionCallback = nullptr, EQueuedWorkPriority InQueuedWorkPriority = EQueuedWorkPriority::Normal);
// Async/Async.h:430
template<typename CallableType>
auto AsyncThread(CallableType&& Callable, uint32 StackSize = 0, EThreadPriority ThreadPri = TPri_Normal, TUniqueFunction<void()> CompletionCallback = nullptr);
// Async/Async.h:463
CORE_API void AsyncTask(ENamedThreads::Type Thread, TUniqueFunction<void()> Function);
EAsyncExecution (Async/Async.h:27) Runs on
TaskGraph Worker thread, short tasks
TaskGraphMainThread Game thread, may run inside GC or PostLoad waits โ€” only for code safe anywhere
TaskGraphMainTick Game thread inside a Tick โ€” the safe choice for delegates and UObject code
Thread New dedicated thread, long-running or blocking I/O
ThreadIfForkSafe As Thread, fork-aware
ThreadPool GThreadPool
LargeThreadPool GLargeThreadPool, WITH_EDITOR only
TFuture<FMyResult> Future = Async(EAsyncExecution::ThreadPool, []() { return ComputeResult(); });
if (Future.IsReady()) { UseResult(Future.Get()); }       // non-blocking check
FMyResult 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 once
Async(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 โ€” 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.

#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 lifetime
TArray<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 spin
Task->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.

ParallelFor

#include "Async/ParallelFor.h"
// Async/ParallelFor.h:526, :543
inline 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 โ€” 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);
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 iterations
ParallelForWithTaskContext(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
None Default
ForceSingleThread Run sequentially on the caller (debugging)
Unbalanced Iterations have very different costs; smaller batches
PumpRenderingThread Caller pumps render commands while waiting
BackgroundPriority Workers 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() โ†’ Run() โ†’ Exit(). Stop() is called from outside by Kill(); it must only signal.

// HAL/Runnable.h:32-69 โ€” override verbatim
virtual 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:44
static 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() returns
virtual 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.

Synchronization

Need Type RAII guard Header
General mutex, recursive FCriticalSection (= UE::FPlatformRecursiveMutex) FScopeLock Lock(&Mutex); FScopeUnlock to release inside a scope HAL/CriticalSection.h:53, Misc/ScopeLock.h:140
Many readers, one writer, not recursive FRWLock (= 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, fastest UE::FMutex UE::TUniqueLock<UE::FMutex>; UE::TDynamicUniqueLock with UE::DeferLock Async/Mutex.h:18, Async/UniqueLock.h:19,48, Async/LockTags.h:12
Small recursive mutex UE::FRecursiveMutex UE::TUniqueLock Async/RecursiveMutex.h:19
Small readers/writer UE::FSharedMutex (LockShared/UnlockShared) UE::TSharedLock, UE::TUniqueLock Async/SharedMutex.h:22, Async/SharedLock.h:21
Guard any type with Lock()/Unlock() UE::TScopeLock<MutexType> โ€” Misc/ScopeLock.h:25
TArray<FVector> Points;
mutable FCriticalSection Mutex;              // mutable so const getters can lock
void 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 โ€” 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.

#include "Containers/Ticker.h"
// Inside AMyActor, which declares: void Poll(float DeltaTime); void OnFire();
// Containers/Ticker.h:45,56,66 โ€” delegate returns true to keep ticking, false to remove itself
FTSTicker::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).

#include "TimerManager.h"
// Engine/Public/TimerManager.h:167-237, 247-268, 281-291
FTimerHandle FireHandle, OnceHandle, DelegateHandle;                  // normally UPROPERTY-free members of AMyActor
FTimerManager& 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:124
Params.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 found
Timers.ClearTimer(FireHandle);                                        // invalidates the handle
Timers.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.

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. Async asset loading (FStreamableManager::RequestAsyncLoad) belongs to ue-data-assets-tables.

Deprecated โ€” do not use

Do not emit Use in 5.8 Source
FTicker::GetCoreTicker() FTSTicker::GetCoreTicker() FTicker is absent from the 5.8 headers; only FTSTicker exists (Containers/Ticker.h:26)
FThreadSafeCounter std::atomic<int32> header comment "DEPRECATED. Please use std::atomic<int32>" (HAL/ThreadSafeCounter.h:9)
FThreadSafeBool std::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
FExternalMutex TIntrusiveMutex<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 FEventRef UE_DEPRECATED(5.0) in GenericPlatform/GenericPlatformProcess.h:776
TQueue<T, EQueueMode::Mpsc> / EQueueMode::Spsc TMpscQueue<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> โ€” the default is ESPMode::ThreadSafe Templates/SharedPointerFwd.h:25
TGraphTask<T> / FGraphEventRef for new work UE::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.

// WRONG โ€” Health is a UPROPERTY on this AMyActor
Async(EAsyncExecution::ThreadPool, [this]() { Health = ComputeHealth(); });
// RIGHT
Async(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:

TArray<int32> Data;
// WRONG
int32 Total = 0; ParallelFor(Data.Num(), [&](int32 i) { Total += Data[i]; });
// RIGHT
std::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 โ€” TSharedPtr/TWeakObjectPtr/TStrongObjectPtr semantics, GC lifetime, subsystems table
  • ue-data-assets-tables โ€” FStreamableManager, UAssetManager, async asset loading and soft references
  • ue-testing-debugging โ€” Unreal Insights task and thread traces, stat commands, logging, automation tests for async code
  • ue-procedural-generation โ€” long-running generation on FAsyncTask/UE::Tasks, ProceduralMeshComponent hand-off to the game thread
  • ue-mass-entity โ€” ParallelForEachEntityChunk, EParallelExecutionFlags, processor threading rules
  • ue-networking-replication โ€” RPC and replication callbacks always run on the game thread
  • ue-blueprint-cpp-interop โ€” exposing C++ to Blueprint: UFUNCTION/UPROPERTY meta keys, latent actions and async nodes
  • ue-niagara-effects โ€” Niagara systems, user parameters, data interfaces and data channels
  • ue-serialization-savegames โ€” USaveGame, FArchive, actor snapshots and config persistence

Source: SKILL.md on GitHub

No alerts1d5 checks ยท Risk SAFE
  • Gen Agent Trust Hub1d

    This skill provides comprehensive documentation and templates for Unreal Engine threading and async patterns. It focuses on engine-native APIs and best practices for thread safety. No malicious patterns or security risks were identified.

  • Socket1d

    No alerts

  • Snyk1d

    Risk: LOW ยท No issues

  • Runlayer6mo

    3 files scanned ยท No issues

  • ZeroLeaks5mo

    Score: 93/100 ยท 2 sections analyzed

Signed by skilld at f3742d7. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 2 days ago.

Activeupdated 3 days ago
metadata
{
  "version": "2.0.0",
  "engine": "5.8"
}

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