| 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().
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:
auto* Task = new FAsyncTask<FMyComputeTask>(MoveTemp(Data));
Task->StartBackgroundTask();
Task->EnsureCompletion();
int32 R = Task->GetTask().Result;
delete Task;
(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.
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)
{ }
private:
int32 Value;
};
Dispatching with prerequisites:
FGraphEventArray Prerequisites;
Prerequisites.Add(SomePriorEvent);
FGraphEventRef TaskEvent = TGraphTask<FMyGraphTask>::CreateTask(&Prerequisites)
.ConstructAndDispatchWhenReady(42);
FTaskGraphInterface::Get().WaitUntilTaskCompletes(TaskEvent, ENamedThreads::GameThread);
Quick dispatch (no custom class needed):
AsyncTask(ENamedThreads::GameThread, [this]()
{
MyActor->UpdateHealth(NewValue);
});
UE::Tasks::Launch (Modern Preferred API)
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();
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, TFuture, and TPromise
Async() is the most flexible one-shot dispatch. Returns TFuture<T> with execution context control.
TFuture<FMyResult> Future = Async(EAsyncExecution::ThreadPool,
[]() -> FMyResult { return ComputeResult(); },
[]() { }
);
FMyResult R = Future.Get();
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 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
For producer-consumer patterns where producing and consuming sides are decoupled.
TPromise<FMyData> Promise;
TFuture<FMyData> Future = Promise.GetFuture();
Async(EAsyncExecution::ThreadPool, [P = MoveTemp(Promise)]() mutable
{
P.SetValue(GenerateData());
});
FMyData Result = Future.Get();
ParallelFor
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]);
});
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
- All UObject access must happen on the game thread. No reads, writes, or function calls from background threads.
- GC can destroy UObjects between ticks. A raw
UObject* captured in a lambda may be dangling by execution time.
- Spawning, destroying, modifying components -- game thread only.
Safe Dispatch Pattern
AsyncTask(ENamedThreads::GameThread, [WeakActor = TWeakObjectPtr<AActor>(MyActor)]()
{
if (AActor* Actor = WeakActor.Get())
{
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.
FCriticalSection DataLock;
void AddPosition(const FVector& Pos)
{
FScopeLock Lock(&DataLock);
SharedPositions.Add(Pos);
}
FRWLock (Read-Write Lock)
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 and Atomics
FEventRef is the RAII wrapper for thread signaling. Prefer over raw FEvent*.
FEventRef WorkReady(EEventMode::AutoReset);
WorkReady->Trigger();
WorkReady->Wait();
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.
TQueue<FMyMessage, EQueueMode::Mpsc> MessageQueue;
MessageQueue.Enqueue(FMyMessage{...});
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:
Async(EAsyncExecution::ThreadPool, [this]()
{ MyActor->Health = ComputeNewHealth(); });
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:
auto Data = MakeShared<FMyData>();
auto Data = MakeShared<FMyData, ESPMode::ThreadSafe>();
FRWLock nested acquisition -- deadlock:
FReadScopeLock Outer(Lock);
FReadScopeLock Inner(Lock);
ParallelFor with shared mutable state:
int32 Total = 0;
ParallelFor(Data.Num(), [&](int32 i) { Total += Data[i]; });
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