AsyncTask, FRunnable in Unreal Insight

Hello
I wonder if the Multithread functions can be checked through Unreal Insight.

I am testing some heavy codes through AsyncTask and FRunnable.
And I want to see how they are executing at Unreal insight.

void WorkHard()
{
		FSocket* Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(TEXT("Stream"), TEXT("Client Socket"));

		FString address = TEXT("127.0.0.1");
		FIPv4Address ip;
		FIPv4Address::Parse(address, ip);

		int32 port = 6000;

		TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
		addr->SetIp(ip.Value);
		addr->SetPort(port);

		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Trying to connect@@@@@.")));

		bool isConnetcted = Socket->Connect(*addr);
}

This is a just simple code that is trying to connect to other socket and the Connect function takes quite long time.

When I exeucute this function with AsyncTask, I can find which thread executes this function as well.

void WorkHardAsync()
{
	AsyncTask(ENamedThreads::AnyNormalThreadNormalTask, [this]()
		{
			WorkHard();
		}
	);
}


Foreground Thread executed this function for 2s and when i scroll down, I could find other background Thread executed this function for 2s.

However when I execute this through FRunnable, I couldn’t find where this function is executed.

uint32 FMyRunnable::Run()
{
	while (!bShutdown)
	{
		UE_LOG(LogTemp, Warning, TEXT("My custom thread is running!"))
			FPlatformProcess::Sleep(2.0f);

		FSocket* Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(TEXT("Stream"), TEXT("Client Socket"));

		FString address = TEXT("127.0.0.1");
		FIPv4Address ip;
		FIPv4Address::Parse(address, ip);

		int32 port = 6000;

		TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
		addr->SetIp(ip.Value);
		addr->SetPort(port);

		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Trying to connect@@@@@.")));

		bool isConnetcted = Socket->Connect(*addr);
	}

	return 0;
}

It seems the function is exeucuted properly because I tried another code that count a number in this FRunnable’s Run() function.


I expected that there is an execution that takes long time in anythread or new thread but I can’t find when I use FRunnable. Where can I confirm it through Unreal Insight?