# FPlatformProcess::Sleep crash in thread - bad thread use ? (flicker effect on damage)

**URL:** <https://forums.unrealengine.com/t/fplatformprocess-sleep-crash-in-thread-bad-thread-use-flicker-effect-on-damage/93260>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [May 29, 2017, 11:15pm UTC](https://forums.unrealengine.com/t/fplatformprocess-sleep-crash-in-thread-bad-thread-use-flicker-effect-on-damage/93260 "2017-05-29T23:15:16Z")\
**Posts on this page:** 1\
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**Author:** ![eyosido](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@eyosido](https://forums.unrealengine.com/u/eyosido)\
**Post date:** [June 9, 2017, 1:07pm UTC](https://forums.unrealengine.com/t/fplatformprocess-sleep-crash-in-thread-bad-thread-use-flicker-effect-on-damage/93260/2 "2017-06-09T13:07:21Z")

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It is likely the calls you are making from inside the thread are not meant to be made outside of the game thread. I am not even sure logging is safe from a non-game thread! Safest position I think is not to make any engine call from a non-game thread, only handle logic there then send messages to the game thread so code there can actually call the engine. However if an UE expert could elaborate on this I would also be interested.

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