ue-actor-component-arc…
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
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',
$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-async-threading --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ue-async-threadingContext preview
The summary Claude sees to decide when to auto-load this skill.
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',
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
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:**
**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;
A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
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Use when writing Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap,…