Thread communication

Hello,

Right now, I have a Runnable for connecting to and receiving from a FSocket. I’m pretty new to UE, so please bare with me. If the TCP connection can not connect to the server, I need to basically create a widget and add it the viewport. Creating the widget from code is no problem but I know you’re not supposed to make objects from other threads, so, what I’m asking is the best way to go about getting “events” or something like that from the runnable.

I’m pretty bad at explaining things so please let me know if something is unclear.

Thanks.

Anyone? Would really appreciate some ideas.

Have you looked at : A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

once you have your thread i recommend uses as singleton, like Rama´s Wiki, the singleton class allow you get the thread instance just when is required, so you need listen the Runnable in the main thread tick, you can create BlueprintImplementableEvents or BlueprintNativeEvent, you develop the logic inside tick for thread responding and get out from events, check this Rama´s wikis too, for events :A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums

@ES-StuBedore, Do you solve your problem? I have the same question as yours.