# Separate thread for my physics calculations

**URL:** <https://forums.unrealengine.com/t/separate-thread-for-my-physics-calculations/425264>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE4, CPP, Blueprint, question\
**Created:** [May 16, 2018, 5:43pm UTC](https://forums.unrealengine.com/t/separate-thread-for-my-physics-calculations/425264 "2018-05-16T17:43:34Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![Przemek2222](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Przemek2222](https://forums.unrealengine.com/u/Przemek2222)\
**Post date:** [May 16, 2018, 5:43pm UTC](https://forums.unrealengine.com/t/separate-thread-for-my-physics-calculations/425264/1 "2018-05-16T17:43:34Z")

</div>

Hello,  
I have created my own physics for object buoyancy and I have a question is it possible to calculate it completly in other thread. Is there any way to create separate Tick for this thread?

---

<div class="post-metadata">

**Author:** ![Kanteh](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kanteh](https://forums.unrealengine.com/u/Kanteh)\
**Post date:** [August 11, 2018, 3:18pm UTC](https://forums.unrealengine.com/t/separate-thread-for-my-physics-calculations/425264/2 "2018-08-11T15:18:41Z")

</div>

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

> **[Thread safety, delegates and bPostTickComponentUpdate](https://forums.unrealengine.com/questions/30413/thread-safety-delegates-and-bposttickcomponentupda.html)**
>
> So I'm using a hardware input device that runs its own thread (inside its own dll, that I have no source for unfortunately) and calls specific functions on a listener class I define. That listener class then in turn broadcasts the events through...

hope that helps

---

<div class="post-metadata">

**Author:** ![Przemek2222](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Przemek2222](https://forums.unrealengine.com/u/Przemek2222)\
**Post date:** [August 11, 2018, 4:23pm UTC](https://forums.unrealengine.com/t/separate-thread-for-my-physics-calculations/425264/3 "2018-08-11T16:23:59Z")

</div>

Thanks but it’s quite old thread. I have done something similar.

---

<div class="post-metadata">

**Author:** ![OptimisticMonkey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/optimisticmonkey/32/906571_2.png) [@OptimisticMonkey](https://forums.unrealengine.com/u/OptimisticMonkey)\
**Post date:** [February 24, 2019, 4:08pm UTC](https://forums.unrealengine.com/t/separate-thread-for-my-physics-calculations/425264/4 "2019-02-24T16:08:56Z")

</div>

You might benefit by using PhysX Immediate Mode - like the new RigidBody anim node does…
