Im helping him as what he is trying to do is something very similar to what im making here Log in with Atlassian account.
My voxel engine launches a “generator” thread when it finds that a regeneration of the voxel world is needed, such as at beginning of the game or when i start generating the voxels when i move, that starts calculating the vertex arrays and storing them into the chunk objects, when its done generating one chunk, it marks it as “finished”, and on the next Tick of the chunk it submits the vertex array to the rendering engine. Im using a std::thread there in a very very basic way
std::thread testthread(&VoxelWorldGenerator::UpdateField,this,fieldCenter); // launch generator thread, it then goes calling the generate vertex array functions in each block of the whole environment
testthread.detach(); // and then it leaves it alone, as we dont really need to modify that tread after that.
I wonder if something similar exists in UE4 libraries, or if we can just use std::vector from C++11 there.