Is is safe to call "trace" methods from another thread?

While i’m still looking for answer, it’s worth mention that this suggestion doesn’t seems correct now. I’m on 5.3 and UWorld::AsyncLineTraceByChannel calls the StartNewTrace that has a guard against threading at the very begining:

		// Using async traces outside of the game thread can cause memory corruption
		check(IsInGameThread());

upd:
ActiveSound.cpp Have an interesting comment at the line 1220

				if (UWorld* WorldPtr = World.Get())
				{
					// LineTraceTestByChannel is generally threadsafe, but there is a very narrow race condition here
					// if World goes invalid before the scene lock and queries begin.
					bIsOccluded = WorldPtr->LineTraceTestByChannel(SoundLocation, ListenerLocation, OcclusionTraceChannel, Params);
				}

So it seems default traces is a way to go now. At least they seems to work at the first glance.
Also there is a topic with an engine fix that seems relevant to the problem, but i’m don’t need it yet.