ue-async-threading
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.
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What does this agent skill do?
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 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 — 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 — 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 — 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 — only for code safe anywhere |
TaskGraphMainTick | Game thread inside a Tick — 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 — 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 — 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() → Run() → Exit(). Stop() is called from outside by Kill(); it must only signal.
// HAL/Runnable.h:32-69 — 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> | — | 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 — 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 — 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
- Game thread only: any
UPROPERTYread or write,UFUNCTIONcall,GetWorld(), spawning, destroying, component changes, delegates on UObjects, timers, tickers. Guard entry points withcheck(IsInGameThread()). - Never capture raw
UObject*orthisinto deferred work. CaptureTWeakObjectPtr<T>(UObject/WeakObjectPtrTemplates.h:25) and resolve withGet()on the game thread, or build delegates withCreateWeakLambda. - 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. - Render thread:
ENQUEUE_RENDER_COMMAND(MyCommand)([Data](FRHICommandListImmediate& RHICmdList) { UploadOnRenderThread(RHICmdList, Data); });(RenderCore/Public/RenderingThread.h:1087, moduleRenderCore);FlushRenderingCommands()from the game thread drains it. Check withIsInRenderingThread(). - Shared data needs its own lock even inside a thread-safe
TSharedPtr; the refcount is atomic, the payload is not. - Prefer lock-free hand-off:
TMpscQueue,std::atomic, double-buffering, or oneFPipeper 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 — 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> — 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 — 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—TSharedPtr/TWeakObjectPtr/TStrongObjectPtrsemantics, GC lifetime, subsystems tableue-data-assets-tables—FStreamableManager,UAssetManager, async asset loading and soft referencesue-testing-debugging— Unreal Insights task and thread traces,statcommands, logging, automation tests for async codeue-procedural-generation— long-running generation onFAsyncTask/UE::Tasks,ProceduralMeshComponenthand-off to the game threadue-mass-entity—ParallelForEachEntityChunk,EParallelExecutionFlags, processor threading rulesue-networking-replication— RPC and replication callbacks always run on the game threadue-blueprint-cpp-interop— exposing C++ to Blueprint: UFUNCTION/UPROPERTY meta keys, latent actions and async nodesue-niagara-effects— Niagara systems, user parameters, data interfaces and data channelsue-serialization-savegames— USaveGame, FArchive, actor snapshots and config persistence
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