# Async spawn objects

**URL:** <https://forums.unrealengine.com/t/async-spawn-objects/323497>\
**Category:** Blueprint\
**Tags:** async, threading, unreal-engine, UE4, CPP, Blueprint, question\
**Created:** [June 29, 2015, 10:35pm UTC](https://forums.unrealengine.com/t/async-spawn-objects/323497 "2015-06-29T22:35:45Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![hjeldin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hjeldin](https://forums.unrealengine.com/u/hjeldin)\
**Post date:** [June 30, 2015, 1:08am UTC](https://forums.unrealengine.com/t/async-spawn-objects/323497/3 "2015-06-30T01:08:21Z")

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I already have a multithread architecture, the issue is that it can’t manipulate scene objects (or something that’s owned by the graphics thread); that’s the reason I spawn objects from a blueprint event that’s called from the main thread.

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