Hey hey
I managed to solve this issue pretty simply. and now can create threads in blueprints and in them create Uobjects
So here is a hint.
create a structure for jobs to enqueue on the game thread
create a : TQueue jobArray;
have a function that just Enqueue to this queue. then use it in your thread to enqueue jobs in the game thread.
Now in the Tick function have something similar to the following
FJobEnqueueStruct* currentJob=nullptr;
if( JobQueue.Dequeue(currentJob) )
{
// call a function or a blueprint implementable Ufunction
}
Tqueue is thread safe so there is no concern about it. and this way you can even design you nodes that to be run on the game thread via blueprints