# How can I do some heavy logic processing without freezing my game?

**URL:** <https://forums.unrealengine.com/t/how-can-i-do-some-heavy-logic-processing-without-freezing-my-game/292862>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [September 4, 2014, 11:30am UTC](https://forums.unrealengine.com/t/how-can-i-do-some-heavy-logic-processing-without-freezing-my-game/292862 "2014-09-04T11:30:15Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![kat0r](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kat0r](https://forums.unrealengine.com/u/kat0r)\
**Post date:** [September 4, 2014, 11:35am UTC](https://forums.unrealengine.com/t/how-can-i-do-some-heavy-logic-processing-without-freezing-my-game/292862/2 "2014-09-04T11:35:33Z")

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Do it in another thread?

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That would at least not freeze the game, as the gameloop can run while you process. You still have to wait for the results, no way around that.

Edit: I see this is in Blueprint scripting - I do not know if you can do Threading there natively, but it should be possible to do a simple C++ threading part, that just calls your Blueprint code.

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