Getting the reference to the component without warnings.
I did it like this.
UFUNCTION(BlueprintPure, meta = (BlueprintThreadSafe))
static const UWeaponAttacher *GetdWeaponAttacherComponentThreadSafe(const AActor *Owner);
I hope there are not problems… all access to UObjects are “read-only”.
I will continue testing… if I see that there are not problems I will consider the answer valid.
Anyway, if someone who really knows how this works could give their opinion, I would be very grateful…
I’m just experimenting based on test and error (in the absence of examples there is not other option).
Thank you so much!!
UPDATE:
It does work (No crash)… but the performance is not better…
Seems “BlueprintThreadSafeUpdateAnimation” is doing nothing…
Seems it is executing in the Game Thread… it has no sense…