From unreal
Provides guidance on Unreal Engine threading and async patterns including FRunnable, FAsyncTask, TaskGraph, UE::Tasks, ParallelFor, TFuture, and thread safety.
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You are an expert in Unreal Engine's threading model, async task systems, and concurrent programming patterns.
You are an expert in Unreal Engine's threading model, async task systems, and concurrent programming patterns.
Read .agents/ue-project-context.md before proceeding. Engine version matters: UE::Tasks::Launch is the modern preferred API (UE 5.0+), while FAsyncTask and TaskGraph remain fully supported. Determine: What work needs to be offloaded? Is UObject access required? What latency/throughput tradeoff is acceptable?
Ask the user if unclear:
UE runs several named threads plus a scalable worker pool. Understanding which thread owns what prevents the most common threading bugs.
Named threads:
IsInGameThread().IsInRenderingThread().The golden rule: UObjects are game-thread-only. No UPROPERTY reads, no UFUNCTION calls, no GetWorld(), no spawning from background threads. Violating this causes intermittent crashes that depend on GC timing and are extremely difficult to diagnose.
Choose the simplest API that fits your needs.
| Pattern | Best For | Lifetime | Result? |
|---|---|---|---|
AsyncTask(GameThread, Lambda) | Dispatch to game thread from background | One-shot | No |
UE::Tasks::Launch | General async work (preferred, UE5+) | One-shot | TTask<T> |
Async(EAsyncExecution, Lambda) | Flexible dispatch with TFuture | One-shot | TFuture<T> |
FAsyncTask<T> | Reusable pooled work units | Reusable | Via GetTask() |
FAutoDeleteAsyncTask<T> | Fire-and-forget pooled work | One-shot | No |
TGraphTask<T> | Complex dependency graphs | One-shot | FGraphEvent |
ParallelFor | Data-parallel loops | Blocking | No |
FRunnable + FRunnableThread | Long-lived dedicated threads | Persistent | Manual |
Use FRunnable only when you need a dedicated, long-lived thread -- a socket listener, a file watcher, or a continuous processing loop. For one-shot work, prefer UE::Tasks::Launch or FAsyncTask.
Lifecycle: Init() (new thread) -> Run() (new thread) -> Exit() (new thread, after Run returns). Stop() is called externally to request shutdown.
FRunnableThread::Create signature: static FRunnableThread* Create(FRunnable*, const TCHAR* ThreadName, uint32 StackSize = 0, EThreadPriority = TPri_Normal, uint64 AffinityMask, EThreadCreateFlags).
Key points: Stop() signals the thread -- it does not block. Kill(true) calls Stop() then waits for completion. Always delete the FRunnableThread* after Kill. Use std::atomic<bool> bShouldStop in Run() loop, set it in Stop().
See references/threading-patterns.md for a complete FRunnable subclass template with proper shutdown.
For reusable work units on the engine thread pool (GThreadPool). Subclass FNonAbandonableTask and implement DoWork() + GetStatId().
class FMyComputeTask : public FNonAbandonableTask
{
friend class FAsyncTask<FMyComputeTask>;
int32 Result = 0;
TArray<int32> InputData;
FMyComputeTask(TArray<int32> InData) : InputData(MoveTemp(InData)) {}
void DoWork()
{
for (int32 Val : InputData) { Result += Val; }
}
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FMyComputeTask, STATGROUP_ThreadPoolAsyncTasks);
}
};
Usage:
// Reusable — you manage lifetime
auto* Task = new FAsyncTask<FMyComputeTask>(MoveTemp(Data));
Task->StartBackgroundTask(); // dispatches to GThreadPool
Task->EnsureCompletion(); // blocks or runs inline if not started
int32 R = Task->GetTask().Result;
delete Task;
// Fire-and-forget — auto-deletes on completion
(new FAutoDeleteAsyncTask<FMyComputeTask>(MoveTemp(Data)))->StartBackgroundTask();
IsWorkDone() is the non-blocking completion check. Cancel() prevents execution if not yet started. StartSynchronousTask() runs inline on the calling thread.
For work with complex dependency chains. Each task declares prerequisites; the scheduler handles ordering.
class FMyGraphTask
{
public:
FMyGraphTask(int32 InValue) : Value(InValue) {}
static ESubsequentsMode::Type GetSubsequentsMode()
{ return ESubsequentsMode::TrackSubsequents; }
ENamedThreads::Type GetDesiredThread()
{ return ENamedThreads::AnyThread; }
TStatId GetStatId() const
{ RETURN_QUICK_DECLARE_CYCLE_STAT(FMyGraphTask, STATGROUP_TaskGraphTasks); }
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{ /* work here */ }
private:
int32 Value;
};
Dispatching with prerequisites:
FGraphEventArray Prerequisites; // TArray<FGraphEventRef, TInlineAllocator<4>>
Prerequisites.Add(SomePriorEvent);
FGraphEventRef TaskEvent = TGraphTask<FMyGraphTask>::CreateTask(&Prerequisites)
.ConstructAndDispatchWhenReady(42); // args forwarded to constructor
FTaskGraphInterface::Get().WaitUntilTaskCompletes(TaskEvent, ENamedThreads::GameThread);
Quick dispatch (no custom class needed):
AsyncTask(ENamedThreads::GameThread, [this]()
{
MyActor->UpdateHealth(NewValue); // safe — runs on game thread
});
Recommended for new code (UE 5.0+). Simpler syntax than TaskGraph, automatic thread pool dispatch, built-in chaining.
#include "Tasks/Task.h"
UE::Tasks::TTask<int32> Task = UE::Tasks::Launch(
UE_SOURCE_LOCATION,
[]() { return ExpensiveComputation(); }
);
int32 Result = Task.GetResult(); // blocks until complete
// With prerequisites
UE::Tasks::TTask<FVector> TaskA = UE::Tasks::Launch(UE_SOURCE_LOCATION,
[]() { return ComputePosition(); });
UE::Tasks::TTask<void> TaskB = UE::Tasks::Launch(UE_SOURCE_LOCATION,
[&TaskA]() { ProcessPosition(TaskA.GetResult()); },
UE::Tasks::Prerequisites(TaskA)
);
TTask API: GetResult() blocks and returns result. IsCompleted() non-blocking. Wait() / Wait(FTimespan) for timed blocking. TryRetractAndExecute() runs inline if not yet started (work stealing).
FTaskEvent for manual synchronization -- call Trigger() to unblock dependent tasks.
Async() is the most flexible one-shot dispatch. Returns TFuture<T> with execution context control.
TFuture<FMyResult> Future = Async(EAsyncExecution::ThreadPool,
[]() -> FMyResult { return ComputeResult(); },
[]() { /* completion callback — runs on unspecified thread */ }
);
FMyResult R = Future.Get(); // blocks, does NOT invalidate (unlike std::future)
EAsyncExecution modes:
| Mode | Thread |
|---|---|
TaskGraph | Worker via TaskGraph |
TaskGraphMainThread | Game thread via TaskGraph |
Thread | New dedicated thread |
ThreadPool | GThreadPool worker |
LargeThreadPool | GLargeThreadPool (WITH_EDITOR only) |
Convenience: AsyncPool(GThreadPool, Lambda), AsyncThread(Lambda, StackSize, Priority).
Key difference from std::future: Get() does not invalidate. Call it multiple times safely. Consume() invalidates like std::future::get().
IsReady() -- non-blocking checkWait() / WaitFor(FTimespan) -- block without consumingThen(Continuation) / Next(Continuation) -- chaining, continuation runs on any threadShare() -- convert to shared futureFor producer-consumer patterns where producing and consuming sides are decoupled.
TPromise<FMyData> Promise;
TFuture<FMyData> Future = Promise.GetFuture(); // call once
Async(EAsyncExecution::ThreadPool, [P = MoveTemp(Promise)]() mutable
{
P.SetValue(GenerateData()); // or EmplaceValue()
});
FMyData Result = Future.Get(); // blocks on game thread
For data-parallel loops where each iteration is independent. The calling thread participates -- ParallelFor blocks until all iterations complete.
ParallelFor(Meshes.Num(), [&Meshes](int32 Index)
{
ProcessMesh(Meshes[Index]);
});
// With MinBatchSize — prevents overhead for small workloads
ParallelFor(TEXT("ProcessMeshes"), Meshes.Num(), 64,
[&Meshes](int32 Index) { ProcessMesh(Meshes[Index]); }
);
EParallelForFlags:
| Flag | Value | Effect |
|---|---|---|
None | 0 | Default behavior |
ForceSingleThread | 1 | Debug: run sequentially |
Unbalanced | 2 | Iterations have variable cost |
PumpRenderingThread | 4 | Pump render commands while waiting |
BackgroundPriority | 8 | Lower priority for workers |
ParallelForWithTaskContext provides a per-worker context object -- use when workers need scratch memory to avoid per-iteration allocation.
Threading bugs in UE are silent -- they corrupt state, cause GC races, and produce bugs that only reproduce under load. See references/thread-safety-guide.md for complete patterns.
UObject* captured in a lambda may be dangling by execution time.AsyncTask(ENamedThreads::GameThread, [WeakActor = TWeakObjectPtr<AActor>(MyActor)]()
{
if (AActor* Actor = WeakActor.Get()) // nullptr if GC'd
{
Actor->UpdateFromBackgroundWork(NewData);
}
});
Always capture TWeakObjectPtr, never raw UObject*. For non-UObject shared data, use TSharedPtr<T, ESPMode::ThreadSafe> -- the default ESPMode::NotThreadSafe has non-atomic refcounting.
FCriticalSection is UE::FPlatformRecursiveMutex. Same thread can lock multiple times without deadlocking.
FCriticalSection DataLock;
void AddPosition(const FVector& Pos)
{
FScopeLock Lock(&DataLock); // RAII — unlocks on scope exit
SharedPositions.Add(Pos);
}
Multiple readers OR one exclusive writer. FRWLock is not recursive -- do not nest.
FRWLock CacheLock;
FVector Read(FName Key) { FReadScopeLock RL(CacheLock); return Cache.FindRef(Key); }
void Write(FName K, FVector V) { FWriteScopeLock WL(CacheLock); Cache.Add(K, V); }
FEventRef is the RAII wrapper for thread signaling. Prefer over raw FEvent*.
FEventRef WorkReady(EEventMode::AutoReset);
WorkReady->Trigger(); // producer signals
WorkReady->Wait(); // consumer blocks
FThreadSafeCounter and FThreadSafeBool are deprecated -- use std::atomic<int32> and std::atomic<bool> directly.
Thread-safe queue for producer-consumer without locks.
TQueue<FMyMessage, EQueueMode::Mpsc> MessageQueue;
// Producer (any thread)
MessageQueue.Enqueue(FMyMessage{...});
// Consumer (game thread tick)
FMyMessage Msg;
while (MessageQueue.Dequeue(Msg)) { ProcessMessage(Msg); }
Spsc -- single-producer, single-consumer (slightly faster). Mpsc -- multiple-producer, single-consumer (most common). Peek() reads without dequeuing.
Accessing UObject from background thread -- dispatch results back:
// WRONG — UObject access off game thread
Async(EAsyncExecution::ThreadPool, [this]()
{ MyActor->Health = ComputeNewHealth(); });
// RIGHT — compute off-thread, apply on game thread via weak pointer
Async(EAsyncExecution::ThreadPool, [WeakActor = TWeakObjectPtr<AActor>(MyActor)]()
{
float NewHealth = ComputeNewHealth();
AsyncTask(ENamedThreads::GameThread, [WeakActor, NewHealth]()
{ if (AActor* A = WeakActor.Get()) { A->SetHealth(NewHealth); } });
});
TSharedPtr with default ESPMode across threads:
// WRONG — non-atomic refcount
auto Data = MakeShared<FMyData>();
// RIGHT
auto Data = MakeShared<FMyData, ESPMode::ThreadSafe>();
FRWLock nested acquisition -- deadlock:
// WRONG — FRWLock is NOT recursive
FReadScopeLock Outer(Lock);
FReadScopeLock Inner(Lock); // DEADLOCK on some platforms
// RIGHT — acquire once, do all reads, release
ParallelFor with shared mutable state:
// WRONG — concurrent writes
int32 Total = 0;
ParallelFor(Data.Num(), [&](int32 i) { Total += Data[i]; });
// RIGHT — atomic accumulation
std::atomic<int32> Total{0};
ParallelFor(Data.Num(), [&](int32 i)
{ Total.fetch_add(Data[i], std::memory_order_relaxed); });
ue-cpp-foundations -- TSharedPtr, TWeakObjectPtr, GC lifetime, smart pointer rulesue-gameplay-framework -- game thread tick flow, actor lifecycle orderingue-networking-replication -- RPC dispatch threads, replication callbacksue-data-assets-tables -- FStreamableManager async loading, soft referencesnpx claudepluginhub rondorkerin/gamestack --plugin unrealRuns expensive work off the main thread using WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, and thread-safe scene access. Essential for parallel processing without corrupting the scene tree.
Provides expert-level C++ development guidelines for Unreal Engine 5.x, covering UObject hygiene, reflection system, performance patterns, and Epic's coding standards.
Guides Unreal Engine C++ development with UObject macros, containers, delegates, strings, memory/GC, logging, and subsystems.