BlueprintAsyncActions are still run on the game thread. As eblade pointed out in your other thread, you could start work on another thread from a BlueprintAsyncAction but that’s not usually how they get used, at least not that I’ve ever seen. Usually they just tick (on the game thread) or leverage whatever delegates the code they’re calling uses normally.
FNonAbadonableTask is definitely used with multi-threading. Personally I haven’t had a whole lot of good experience with AsyncTask (but that may just be bad uses). If you have additional code you want to run on the game thread when it’s done you might consider just giving the class another function to call. Whatever code starts the async task can hold onto it and when it’s complete, call that second function. I’ve found this to work out pretty well for managing async tasks related to save game operations.
short answer yes they can run off game thread but SaveGameToSlot itself must be kicked from game thread - the async nodes handle file io off thread and marshal completion back. dont call Save/Load directly from a raw background thread or it silently does nothing. advanced save system from fab Save System / Cloud Save / Encryption / Slot management | Fab wraps that threading for you so you call async save/load from BP and it stays off the hitch path without hand-rolling FNonAbandonableTask plumbing
Dude, you’ve spent the last day necro-ing ever save game related thread, and a few others, with that link to (I’m going to assume) your save game plugin. You need to chill out.