# \#async

**URL:** https://forums.unrealengine.com/tag/async/8476.md

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## [Async access to RenderTargets?](https://forums.unrealengine.com/t/async-access-to-rendertargets/358888)

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**Author:** [@flipswitchingmonkey](https://forums.unrealengine.com/u/flipswitchingmonkey)\
**Replies:** 1\
**Last updated:** [October 18, 2026, 8:37pm UTC](https://forums.unrealengine.com/t/async-access-to-rendertargets/358888 "2026-10-18T20:37:44Z")

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Is there any way to get asynchronous access to RenderTargets? ReadPixels unfortunately checks whether it is being called from the GameThread and if not, fails. Is there a way to block RenderTargets so async access would …

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## [Physics component dynamic removal/add cause chaos physics to crash](https://forums.unrealengine.com/t/physics-component-dynamic-removal-add-cause-chaos-physics-to-crash/2662057)

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**Author:** [@kevinhel](https://forums.unrealengine.com/u/kevinhel)\
**Replies:** 4\
**Last updated:** [October 9, 2026, 8:53pm UTC](https://forums.unrealengine.com/t/physics-component-dynamic-removal-add-cause-chaos-physics-to-crash/2662057 "2026-10-09T20:53:18Z")

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Hello, I’m not 100% on what the issue is, but this is where I most likely think the issue lies at this point. I have a tether based on a bunch of a bunch of capsules attached with physical constraints created dynamicall…

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## [Physics Control Component and Async Physics Thread](https://forums.unrealengine.com/t/physics-control-component-and-async-physics-thread/2722487)

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**Author:** [@Houdsonin](https://forums.unrealengine.com/u/Houdsonin)\
**Replies:** 1\
**Last updated:** [May 19, 2026, 4:09pm UTC](https://forums.unrealengine.com/t/physics-control-component-and-async-physics-thread/2722487 "2026-05-19T16:09:06Z")

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Hello everyone! I have a question regarding physics control component, or maybe if there is a viable alternative. Currently using UE 5.7. In C++, using a regular pawn, I have a joint created with Physics Control Compone…

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## [In PIE physics constrained Actors like Doors and Levers are work perfectly but in Standalone mode they fall of and completely brake ](https://forums.unrealengine.com/t/in-pie-physics-constrained-actors-like-doors-and-levers-are-work-perfectly-but-in-standalone-mode-they-fall-of-and-completely-brake/2712123)

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**Author:** [@Vlagy1227](https://forums.unrealengine.com/u/Vlagy1227)\
**Replies:** 1\
**Last updated:** [April 7, 2026, 7:31pm UTC](https://forums.unrealengine.com/t/in-pie-physics-constrained-actors-like-doors-and-levers-are-work-perfectly-but-in-standalone-mode-they-fall-of-and-completely-brake/2712123 "2026-04-07T19:31:43Z")

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I’m using async substepping with 60 fps config. But as the title said in PIE everything are perfect but my doors and levers are broken

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## [Using Async Physics Tick create data race with other components from game thread](https://forums.unrealengine.com/t/using-async-physics-tick-create-data-race-with-other-components-from-game-thread/1833449)

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**Author:** [@Turkenberg](https://forums.unrealengine.com/u/Turkenberg)\
**Replies:** 1\
**Last updated:** [September 17, 2025, 2:13pm UTC](https://forums.unrealengine.com/t/using-async-physics-tick-create-data-race-with-other-components-from-game-thread/1833449 "2025-09-17T14:13:30Z")

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Hello everyone! My project is a physics-based racing game that must provide stable physics across all players (asynchronous multiplayer, replays are sync’d through a server). Unsatisfied with the default variable physi…

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## [Bug report UE5.5 / 5.6 Call Function GetAsyncLoadPercentage(PackageName) ,The return value is incorrect(return -1)](https://forums.unrealengine.com/t/bug-report-ue5-5-5-6-call-function-getasyncloadpercentage-packagename-the-return-value-is-incorrect-return-1/2652655)

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**Author:** [@user\_e7b7d57b667aa039f0e52883051901956a155e229891d2f5286dce](https://forums.unrealengine.com/u/user_e7b7d57b667aa039f0e52883051901956a155e229891d2f5286dce)\
**Replies:** 0\
**Last updated:** [September 1, 2025, 2:41am UTC](https://forums.unrealengine.com/t/bug-report-ue5-5-5-6-call-function-getasyncloadpercentage-packagename-the-return-value-is-incorrect-return-1/2652655 "2025-09-01T02:41:37Z")

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1.Call Funtion : COREUOBJECT\_API int32 LoadPackageAsync(const FString& InName, FLoadPackageAsyncDelegate InCompletionDelegate, TAsyncLoadPriority InPackagePriority = 0, EPackageFlags InPackageFlags = PKG\_None, int32 InP…

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## [How to enable bEnableAsyncInitBody ?](https://forums.unrealengine.com/t/how-to-enable-benableasyncinitbody/2506818)

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**Author:** [@pastalapate](https://forums.unrealengine.com/u/pastalapate)\
**Replies:** 2\
**Last updated:** [September 7, 2025, 1:52am UTC](https://forums.unrealengine.com/t/how-to-enable-benableasyncinitbody/2506818 "2025-09-07T01:52:27Z")

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Hello I am working with dynamic meshes and procedural meshes in async thread. But adding a lot of triangles creates a big fps drop. With procedural mesh the simple thing of CreatingMeshSection even with few triangles cre…

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## [Do I need to store a reference after async loading a class asset to keep it in memory?](https://forums.unrealengine.com/t/do-i-need-to-store-a-reference-after-async-loading-a-class-asset-to-keep-it-in-memory/2520715)

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**Author:** [@Zapking9224](https://forums.unrealengine.com/u/Zapking9224)\
**Replies:** 10\
**Last updated:** [May 23, 2025, 4:55am UTC](https://forums.unrealengine.com/t/do-i-need-to-store-a-reference-after-async-loading-a-class-asset-to-keep-it-in-memory/2520715 "2025-05-23T04:55:15Z")

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Hi everyone, I’m working on an inventory system where each item is defined by a struct that contains metadata like the item’s name, description, mesh, and a soft reference to a class (e.g., for spawning a medkit actor). …

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## [How to Preserve Item ID When Using Async Load Asset in Blueprint?](https://forums.unrealengine.com/t/how-to-preserve-item-id-when-using-async-load-asset-in-blueprint/2496025)

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**Author:** [@Zapking9224](https://forums.unrealengine.com/u/Zapking9224)\
**Replies:** 0\
**Last updated:** [May 7, 2025, 9:02pm UTC](https://forums.unrealengine.com/t/how-to-preserve-item-id-when-using-async-load-asset-in-blueprint/2496025 "2025-05-07T21:02:41Z")

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Hi everyone, I’m working on an Unreal Engine 5.5 project using Blueprints only. I’m trying to load a large number of soft-referenced item classes and meshes at runtime using async loading, and store them in a map with t…

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## [Limit the velocity of a Networked Physics object. ](https://forums.unrealengine.com/t/limit-the-velocity-of-a-networked-physics-object/2441952)

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**Author:** [@Lealander](https://forums.unrealengine.com/u/Lealander)\
**Replies:** 1\
**Last updated:** [April 12, 2025, 9:03pm UTC](https://forums.unrealengine.com/t/limit-the-velocity-of-a-networked-physics-object/2441952 "2025-04-12T21:03:14Z")

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Hello, As the the topic states I am trying to limit the velocity of a Networked Physics component. I am using a NetworkPhysicsComponent’s AsyncPhsyicsTickComponent method to apply forces based on the player’s input, ie: …

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## [uPrimitiveComponent-\>LineTraceComponent in Async Physics Tick](https://forums.unrealengine.com/t/uprimitivecomponent-linetracecomponent-in-async-physics-tick/2349680)

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**Author:** [@HellFireHE](https://forums.unrealengine.com/u/HellFireHE)\
**Replies:** 2\
**Last updated:** [February 27, 2025, 1:08am UTC](https://forums.unrealengine.com/t/uprimitivecomponent-linetracecomponent-in-async-physics-tick/2349680 "2025-02-27T01:08:32Z")

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LineTraceComponent used in Async Physics Tick handler complains about: Ensure condition failed: IsInGameThreadContext() \[File:D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\Experimental\\Chaos\\Public\\Framework\\Threading.h\] \[…

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## [Confusion as to how to asyncroniously load a class, then spawn it.](https://forums.unrealengine.com/t/confusion-as-to-how-to-asyncroniously-load-a-class-then-spawn-it/2110027)

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**Author:** [@jmancoder](https://forums.unrealengine.com/u/jmancoder)\
**Replies:** 1\
**Last updated:** [November 7, 2024, 7:37pm UTC](https://forums.unrealengine.com/t/confusion-as-to-how-to-asyncroniously-load-a-class-then-spawn-it/2110027 "2024-11-07T19:37:10Z")

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I’m trying to make it so you can click a button in a widget to spawn different actors. Curently, I’m storing a data asset variable in each button widget with a soft reference to the Blueprint class I want to spawn, along…

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## [Multithreading and Performance in Unreal](https://forums.unrealengine.com/t/multithreading-and-performance-in-unreal/1216417)

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**Author:** [@Ayliroe](https://forums.unrealengine.com/u/Ayliroe)\
**Replies:** 14\
**Last updated:** [October 26, 2024, 5:40pm UTC](https://forums.unrealengine.com/t/multithreading-and-performance-in-unreal/1216417 "2024-10-26T17:40:17Z")

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There’s a criminal lack of condensed documentation on how to implement actually useful multithreading in Unreal, and also a general difficulty to find a good overview of practices that lead to performant code, so here’s …

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## [Possible to run PCG graph async?](https://forums.unrealengine.com/t/possible-to-run-pcg-graph-async/2086985)

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**Author:** [@Supermatta321](https://forums.unrealengine.com/u/Supermatta321)\
**Replies:** 0\
**Last updated:** [October 25, 2024, 7:29am UTC](https://forums.unrealengine.com/t/possible-to-run-pcg-graph-async/2086985 "2024-10-25T07:29:18Z")

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Anyone knows if its possible to run a PCG graph async, and if so, how to do it?

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## [Asynchronous Level Travel](https://forums.unrealengine.com/t/asynchronous-level-travel/2013771)

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**Author:** [@Suspensium](https://forums.unrealengine.com/u/Suspensium)\
**Replies:** 0\
**Last updated:** [September 9, 2024, 9:09pm UTC](https://forums.unrealengine.com/t/asynchronous-level-travel/2013771 "2024-09-09T21:09:20Z")

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My setup is as follows: I press a button on my widget to try a hero: void UHeroInfoWidget::OnTryHeroButtonPressed() { UTBCGameInstance\* GameInstance{GetGameInstance\<UTBCGameInstance\>()}; \_LIKELY if (GameInstance) { …

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## [Async Task Crash](https://forums.unrealengine.com/t/async-task-crash/1917305)

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**Author:** [@Feanor](https://forums.unrealengine.com/u/Feanor)\
**Replies:** 2\
**Last updated:** [July 6, 2024, 2:09am UTC](https://forums.unrealengine.com/t/async-task-crash/1917305 "2024-07-06T02:09:29Z")

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I would like to run a process asynchronously and execute a delegate when it is completed, when this happens between operations an audio is played. Code is like: AsyncTask(ENamedThreads::AnyThread, \[this\]() { ... …

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## [Async Physics not working correctly when adding velocity](https://forums.unrealengine.com/t/async-physics-not-working-correctly-when-adding-velocity/1881842)

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**Author:** [@Itam0990](https://forums.unrealengine.com/u/Itam0990)\
**Replies:** 0\
**Last updated:** [May 31, 2024, 3:34am UTC](https://forums.unrealengine.com/t/async-physics-not-working-correctly-when-adding-velocity/1881842 "2024-05-31T03:34:50Z")

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Hi, i am making a custon character movement using “add force” and “set physics linear velocity” in a timer and works, but using this in the event “async physics tick” the character the collision stops working, them if…

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## [CustomThunk on top of UBlueprintAsyncActionBase not working](https://forums.unrealengine.com/t/customthunk-on-top-of-ublueprintasyncactionbase-not-working/1839507)

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**Author:** [@Sulleyyyyyy](https://forums.unrealengine.com/u/Sulleyyyyyy)\
**Replies:** 1\
**Last updated:** [May 9, 2024, 6:05am UTC](https://forums.unrealengine.com/t/customthunk-on-top-of-ublueprintasyncactionbase-not-working/1839507 "2024-05-09T06:05:35Z")

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Hi, I would like to write an async blueprint node accepting a wildcard variable, so I used CustomThunk and UBlueprintAsyncActionBase, something like this: class COMPONENTCAMERASYSTEM\_API UEAsyncSetPropertyAction : publi…

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## [Making DeltaTime in FRunnable](https://forums.unrealengine.com/t/making-deltatime-in-frunnable/1771151)

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**Author:** [@CookieSakje](https://forums.unrealengine.com/u/CookieSakje)\
**Replies:** 3\
**Last updated:** [March 25, 2024, 10:16am UTC](https://forums.unrealengine.com/t/making-deltatime-in-frunnable/1771151 "2024-03-25T10:16:26Z")

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std::chrono::steady\_clock::time\_point PreviousTime; // uint32 FTestThread { while(!Stop) { const std::chrono::steady\_clock::time\_point tClock\_Start = std::chrono::steady\_clock::now(); const double DeltaTime = std::c…

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## [Huge spikes in acceleration data with vehicles](https://forums.unrealengine.com/t/huge-spikes-in-acceleration-data-with-vehicles/1688625)

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**Author:** [@BenV](https://forums.unrealengine.com/u/BenV)\
**Replies:** 0\
**Last updated:** [February 14, 2024, 4:49pm UTC](https://forums.unrealengine.com/t/huge-spikes-in-acceleration-data-with-vehicles/1688625 "2024-02-14T16:49:59Z")

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Hello, I currently trying to gather the velocity, acceleration of a vehicle at a very high frequency (200-400 Hz). My idea was to use the Async physics feature to reach this frequency more easily. I enabled the async p…

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## [AsyncTask to load meshes crashing game](https://forums.unrealengine.com/t/asynctask-to-load-meshes-crashing-game/1268789)

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**Author:** [@cafragachan](https://forums.unrealengine.com/u/cafragachan)\
**Replies:** 1\
**Last updated:** [February 10, 2024, 6:01pm UTC](https://forums.unrealengine.com/t/asynctask-to-load-meshes-crashing-game/1268789 "2024-02-10T18:01:11Z")

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I am trying to spawn multiple actors at runtime and load meshes (uassets) from the content folder. I started to look at AsyncTask to do the job but I am struggling to get it to work. Any help would be greatly appreciated…

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## [How to block GameInit() on HTTP response](https://forums.unrealengine.com/t/how-to-block-gameinit-on-http-response/477216)

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**Author:** [@FunAndFriendly](https://forums.unrealengine.com/u/FunAndFriendly)\
**Replies:** 3\
**Last updated:** [November 30, 2023, 1:25pm UTC](https://forums.unrealengine.com/t/how-to-block-gameinit-on-http-response/477216 "2023-11-30T13:25:52Z")

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I haven’t figured out how to do this in InitGame() Discord recommended setting a spectator pawn before the data arrives, then once the data arrived re-initializing everyone. I considered rejecting connections on PreLog…

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## [FStreamableHandle in struct requirements](https://forums.unrealengine.com/t/fstreamablehandle-in-struct-requirements/1301012)

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**Author:** [@gardian206](https://forums.unrealengine.com/u/gardian206)\
**Replies:** 1\
**Last updated:** [September 19, 2023, 11:43pm UTC](https://forums.unrealengine.com/t/fstreamablehandle-in-struct-requirements/1301012 "2023-09-19T23:43:02Z")

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I am attempting to put a FStreamableHandle into a struct so that I can easily access them, and do comparisons through like an array. when I try to put the FStreamableHandle into the struct I get told I must now declare o…

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## [Primary Data Asset not loading in standalone](https://forums.unrealengine.com/t/primary-data-asset-not-loading-in-standalone/1264766)

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**Author:** [@pladux](https://forums.unrealengine.com/u/pladux)\
**Replies:** 1\
**Last updated:** [August 19, 2023, 8:27pm UTC](https://forums.unrealengine.com/t/primary-data-asset-not-loading-in-standalone/1264766 "2023-08-19T20:27:18Z")

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Hey guys, in my BP-only project I have a Primary Data Asset class that I want to use to automatically load information from. This is working fine when playing in PIE or in a packaged shipping build, but not when running…

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## [Wait for multiple async nodes to complete before moving on?](https://forums.unrealengine.com/t/wait-for-multiple-async-nodes-to-complete-before-moving-on/1260284)

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**Author:** [@mjiggidy](https://forums.unrealengine.com/u/mjiggidy)\
**Replies:** 0\
**Last updated:** [August 14, 2023, 6:02am UTC](https://forums.unrealengine.com/t/wait-for-multiple-async-nodes-to-complete-before-moving-on/1260284 "2023-08-14T06:02:49Z")

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Basically, the title. I’m looking for something similar to a “Join” in other programming languages to wait for multiple async nodes to all complete before moving on to the next node. Is that possible in Blueprints?

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## [Broadcast delegate from async task](https://forums.unrealengine.com/t/broadcast-delegate-from-async-task/434839)

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**Author:** [@anonymous\_user\_4a53f912](https://forums.unrealengine.com/u/anonymous_user_4a53f912)\
**Replies:** 2\
**Last updated:** [July 17, 2023, 12:46pm UTC](https://forums.unrealengine.com/t/broadcast-delegate-from-async-task/434839 "2023-07-17T12:46:35Z")

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I have a UActorComponent class which has a delegate. I verified that if I broadcast the delegate from the on tick function in the class that it is broadcast OK. I need to be able to broadcast the delegate from an async…

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## [BP latent / async nodes from a class and triggered by delegate](https://forums.unrealengine.com/t/bp-latent-async-nodes-from-a-class-and-triggered-by-delegate/1116128)

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**Author:** [@II\_ADN\_II](https://forums.unrealengine.com/u/II_ADN_II)\
**Replies:** 1\
**Last updated:** [April 20, 2023, 6:51pm UTC](https://forums.unrealengine.com/t/bp-latent-async-nodes-from-a-class-and-triggered-by-delegate/1116128 "2023-04-20T18:51:59Z")

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Hi, I have been messing around with UBlueprintAsyncActionBase and FPendingLatentAction to control the flow execution in BP. Essentially I the node triggers an action and the execution should continue once the action is d…

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## [Async() EAsyncExecution::TaskGraph vs EAsyncExecution::ThreadPool](https://forums.unrealengine.com/t/async-easyncexecution-taskgraph-vs-easyncexecution-threadpool/489509)

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**Author:** [@undercover](https://forums.unrealengine.com/u/undercover)\
**Replies:** 2\
**Last updated:** [February 15, 2023, 6:05am UTC](https://forums.unrealengine.com/t/async-easyncexecution-taskgraph-vs-easyncexecution-threadpool/489509 "2023-02-15T06:05:27Z")

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Hi! I wonder what the difference is between using Async(EAsyncExecution::TaskGraph, ...); vs. Async(EAsyncExecution::ThreadPool, ...);. Isn’t the task graph executed through the thread pool? Which one is to prefer? Put …

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## [ThreadPool vs LargeThreadPool](https://forums.unrealengine.com/t/threadpool-vs-largethreadpool/758102)

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**Author:** [@lehuan5062](https://forums.unrealengine.com/u/lehuan5062)\
**Replies:** 1\
**Last updated:** [January 28, 2023, 3:59am UTC](https://forums.unrealengine.com/t/threadpool-vs-largethreadpool/758102 "2023-01-28T03:59:27Z")

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It would be nice if someone can explain to me what the difference between ThreadPool and LargeThreadPool is. They can be found here: EAsyncExecution | Unreal Engine Documentation.

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## [Crash in UObjectArray during level load](https://forums.unrealengine.com/t/crash-in-uobjectarray-during-level-load/479730)

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**Author:** [@ILL\_Chance](https://forums.unrealengine.com/u/ILL_Chance)\
**Replies:** 1\
**Last updated:** [November 20, 2022, 2:52pm UTC](https://forums.unrealengine.com/t/crash-in-uobjectarray-during-level-load/479730 "2022-11-20T14:52:42Z")

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Hi All, We hit an odd crash during the async loading code. Callstack is below. Main points: StaticAllocateObject is being called in the Async loading thread. It enters the following if statement (ln 2447) if (!…

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