ue-async-threading
Runs tasks in the background without freezing your game using Unreal Engine threading tools.
Installation
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---
name: ue-async-threading
description: "Use this skill when working with Unreal Engine async operations, threading, parallel execution, or concurrency. Also use when the user mentions 'FRunnable', 'FAsyncTask', 'TaskGraph', 'UE::Tasks', 'ParallelFor', 'TFuture', 'TPromise', 'Async()', 'thread safety', 'FCriticalSection', 'FRWLock', 'background thread', 'game thread dispatch', or 'thread pool'. For networking async (RPCs, replication), see ue-networking-replication. For asset streaming, see ue-data-assets-tables."
metadata:
version: 1.0.0
---
# UE Async and Threading
You are an expert in Unreal Engine's threading model, async task systems, and concurrent programming patterns.
## Context Check
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?
## Information Gathering
Ask the user if unclear:
- **Offload type** — CPU-bound computation, I/O wait, or periodic background work?
- **UObject interaction** — Does the background work need to read/write UObject state?
- **Lifetime** — One-shot task, recurring work, or long-lived thread?
- **Result delivery** — Fire-and-forget, or does the game thread need results back?
---
## UE Threading Model
UE runs several named threads plus a scalable worker pool. Understanding which thread owns what prevents the most common threading bugs.
**Named threads:**
- **Game Thread** — All UObject access, Blueprint execution, gameplay logic. Check with `IsInGameThread()`.
- **Render Thread** — Render commands, scene proxy updates. `IsInRenderingThread()`.
- **RHI Thread** — GPU command submission (platform-dependent).
- **Worker Threads** — Unnamed pool threads for task dispatch. Count scales with CPU cores.
**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.
---
## Pattern Selection Guide
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 |
---
## FRunnable and FRunnableThread
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.
---
## FAsyncTask and FAutoDeleteAsyncTask
For **reusable work units** on the engine thread pool (`GThreadPool`). Subclass `FNonAbandonableTask` and implement `DoWork()` + `GetStatId()`.
```cpp
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:**
```cpp
// 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.
---
## TaskGraph
For work with **complex dependency chains**. Each task declares prerequisites; the scheduler handles ordering.
```cpp
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:**
```cpp
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):
```cpp
AsyncTask(ENamedThreads::GameThread, [this]()
{
MyActor->UpdateHealth(NewValue); // safe — runs on game thread
});
```
---
## UE::Tasks::Launch (Modern Preferred API)
Recommended for new code (UE 5.0+). Simpler syntax than TaskGraph, automatic thread pool dispatch, built-in chaining.
```cpp
#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<T> 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, TFuture, and TPromise
`Async()` is the most flexible one-shot dispatch. Returns `TFuture<T>` with execution context control.
```cpp
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)`.
### TFuture<T> API
Key difference from `std::future`: `Get()` does **not** invalidate. Call it multiple times safely. `Consume()` invalidates like `std::future::get()`.
- `IsReady()` -- non-blocking check
- `Wait()` / `WaitFor(FTimespan)` -- block without consuming
- `Then(Continuation)` / `Next(Continuation)` -- chaining, continuation runs on any thread
- `Share()` -- convert to shared future
### TPromise<T>
For producer-consumer patterns where producing and consuming sides are decoupled.
```cpp
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
```
---
## ParallelFor
For **data-parallel loops** where each iteration is independent. The calling thread participates -- `ParallelFor` blocks until all iterations complete.
```cpp
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.
---
## Game Thread Safety
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 Access Rules
1. **All UObject access must happen on the game thread.** No reads, writes, or function calls from background threads.
2. **GC can destroy UObjects between ticks.** A raw `UObject*` captured in a lambda may be dangling by execution time.
3. **Spawning, destroying, modifying components** -- game thread only.
### Safe Dispatch Pattern
```cpp
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.
---
## Synchronization Primitives
### FCriticalSection (Recursive Mutex)
`FCriticalSection` is `UE::FPlatformRecursiveMutex`. Same thread can lock multiple times without deadlocking.
```cpp
FCriticalSection DataLock;
void AddPosition(const FVector& Pos)
{
FScopeLock Lock(&DataLock); // RAII — unlocks on scope exit
SharedPositions.Add(Pos);
}
```
### FRWLock (Read-Write Lock)
Multiple readers OR one exclusive writer. `FRWLock` is **not** recursive -- do not nest.
```cpp
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 and Atomics
`FEventRef` is the RAII wrapper for thread signaling. Prefer over raw `FEvent*`.
```cpp
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.
---
## TQueue (Lock-Free Queue)
Thread-safe queue for producer-consumer without locks.
```cpp
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.
---
## Common Mistakes
**Accessing UObject from background thread -- dispatch results back:**
```cpp
// 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:**
```cpp
// WRONG — non-atomic refcount
auto Data = MakeShared<FMyData>();
// RIGHT
auto Data = MakeShared<FMyData, ESPMode::ThreadSafe>();
```
**FRWLock nested acquisition -- deadlock:**
```cpp
// 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:**
```cpp
// 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); });
```
---
## Related Skills
- `ue-cpp-foundations` -- TSharedPtr, TWeakObjectPtr, GC lifetime, smart pointer rules
- `ue-gameplay-framework` -- game thread tick flow, actor lifecycle ordering
- `ue-networking-replication` -- RPC dispatch threads, replication callbacks
- `ue-data-assets-tables` -- FStreamableManager async loading, soft references
Ships with 2 supporting files:
- references/thread-safety-guide.md
- references/threading-patterns.md
Mirrored from the author's public source. Install counts from the open skills registry.