Call Function Async is a plugin that allows you to call a blueprint function by name in a separate thread and return the result to the main game thread.
CallFunctionAsync plugin now released and available in marketplace: Call Function Async in Code Plugins - UE Marketplace
Hi. I’m trying to optimize some database calls into an app, and have trouble writing my own C++ threading code. Also, I am concerned that nativizing my code from blueprints in my custom BP graphs will NOT handle threads in an optimized way (as can be imagined by the documentation). Can you tell me if your blueprint CallFunctionAsync can be nativized inclusively inside my package?
Thank you for your question. I’m updated the plugin and now it works correctly with nativization.