# \#threading

**URL:** https://forums.unrealengine.com/tag/threading/3633.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [C++ Plugin Builds/Runs But Cannot Package](https://forums.unrealengine.com/t/c-plugin-builds-runs-but-cannot-package/2560592)

<div class="topic-metadata">

**Author:** [@3dDaddy](https://forums.unrealengine.com/u/3dDaddy)\
**Replies:** 0\
**Last updated:** [June 16, 2025, 4:16pm UTC](https://forums.unrealengine.com/t/c-plugin-builds-runs-but-cannot-package/2560592 "2025-06-16T16:16:00Z")

</div>

I have found that packaging C++ plugins can be difficult :slight\_smile: There are some forum posts with questions similar to mine, but they have not led to a solution, so starting a new thread. As the title says, my pl…

---

## [Threading/Plugin Issue](https://forums.unrealengine.com/t/threading-plugin-issue/2493765)

<div class="topic-metadata">

**Author:** [@Bdissa](https://forums.unrealengine.com/u/Bdissa)\
**Replies:** 1\
**Last updated:** [May 6, 2025, 4:01pm UTC](https://forums.unrealengine.com/t/threading-plugin-issue/2493765 "2025-05-06T16:01:57Z")

</div>

I am making a mobile game, starting with android, and am currently trying to get ads working in my game. I could not figure out how to get it working correctly by myself so I eventually decided to get this plugin to esse…

---

## [How do I setup FRunnable threads that notify game thread on completion?](https://forums.unrealengine.com/t/how-do-i-setup-frunnable-threads-that-notify-game-thread-on-completion/1732669)

<div class="topic-metadata">

**Author:** [@MikeS\_R](https://forums.unrealengine.com/u/MikeS_R)\
**Replies:** 3\
**Last updated:** [February 14, 2025, 7:17am UTC](https://forums.unrealengine.com/t/how-do-i-setup-frunnable-threads-that-notify-game-thread-on-completion/1732669 "2025-02-14T07:17:49Z")

</div>

I’m trying to make my own “thread pool” where I would have permanent couple of threads that will be used to generate mesh data for my grid chunks in my game and this is my current setup: UpdateChunkThread.h struct FCom…

---

## [Multithreading a Custom Landscape](https://forums.unrealengine.com/t/multithreading-a-custom-landscape/2014852)

<div class="topic-metadata">

**Author:** [@aMustachedPotato](https://forums.unrealengine.com/u/aMustachedPotato)\
**Replies:** 4\
**Last updated:** [September 22, 2024, 8:46pm UTC](https://forums.unrealengine.com/t/multithreading-a-custom-landscape/2014852 "2024-09-22T20:46:42Z")

</div>

The Problem I’m creating a landscape using an InstancedStaticMeshComponent using noise. The calculations were taking up too much of the game thread, so I decided to put it on a separate thread. The problem seems to be t…

---

## [ue 5.0 python and socket.io in Editor issue](https://forums.unrealengine.com/t/ue-5-0-python-and-socket-io-in-editor-issue/840536)

<div class="topic-metadata">

**Author:** [@sinokgr1](https://forums.unrealengine.com/u/sinokgr1)\
**Replies:** 0\
**Last updated:** [April 3, 2023, 3:23pm UTC](https://forums.unrealengine.com/t/ue-5-0-python-and-socket-io-in-editor-issue/840536 "2023-04-03T15:23:41Z")

</div>

Hi everyone, I’m trying to create a small Python script for in Editor use, where I can send commands from a socket.io server to UE using Python. It connects fine, Unreal is logging the messages, but because apparently s…

---

## [AsyncTask slower in packaged game when using TArray](https://forums.unrealengine.com/t/asynctask-slower-in-packaged-game-when-using-tarray/479527)

<div class="topic-metadata">

**Author:** [@Kaiagan](https://forums.unrealengine.com/u/Kaiagan)\
**Replies:** 2\
**Last updated:** [October 14, 2021, 8:54pm UTC](https://forums.unrealengine.com/t/asynctask-slower-in-packaged-game-when-using-tarray/479527 "2021-10-14T20:54:10Z")

</div>

Hi, I’m using a lot of AsyncTasks (FNonAbandonableTask) to procedurally generate the map data when launching the level. In editor (whether it’s PIE or standalone) the generation is taking approximately 8 seconds. Once t…

---

## [Libcurl FTP-Download incomplete](https://forums.unrealengine.com/t/libcurl-ftp-download-incomplete/482921)

<div class="topic-metadata">

**Author:** [@j.windgassen](https://forums.unrealengine.com/u/j.windgassen)\
**Replies:** 1\
**Last updated:** [July 14, 2021, 4:30am UTC](https://forums.unrealengine.com/t/libcurl-ftp-download-incomplete/482921 "2021-07-14T04:30:28Z")

</div>

I am currently trying to download a File from a public git-Repository using curl in my Unreal C++ Project. Here is the code I’m trying to execute that I derived from the FTP-Example: // This is in the .h file struct FFt…

---

## [Can I use std::thread?](https://forums.unrealengine.com/t/can-i-use-std-thread/356552)

<div class="topic-metadata">

**Author:** [@antoinegloum](https://forums.unrealengine.com/u/antoinegloum)\
**Replies:** 15\
**Last updated:** [August 18, 2020, 4:37am UTC](https://forums.unrealengine.com/t/can-i-use-std-thread/356552 "2020-08-18T04:37:45Z")

</div>

Hi, I tried to make a std::thread in UE 4.11.2 and the editor immediately crashes. It compiles and the same source code works outside Unreal in a normal VS2015 C++ project. So, I am doing something wrong or are std::thr…

---

## [ProceduralMeshComponent creation in a thread example?](https://forums.unrealengine.com/t/proceduralmeshcomponent-creation-in-a-thread-example/460351)

<div class="topic-metadata">

**Author:** [@YanDaik](https://forums.unrealengine.com/u/YanDaik)\
**Replies:** 0\
**Last updated:** [January 9, 2020, 10:05am UTC](https://forums.unrealengine.com/t/proceduralmeshcomponent-creation-in-a-thread-example/460351 "2020-01-09T10:05:46Z")

</div>

Can anyone provide an example of creating of ProceduralMeshComponent or/and RuntimeMeshComponent in a thread that does not crash the engine? Please? Thanks.

---

## [GameThreadの処理を別のスレッド(コア)に移す](https://forums.unrealengine.com/t/gamethread/455576)

<div class="topic-metadata">

**Author:** [@Answers.Archive](https://forums.unrealengine.com/u/Answers.Archive)\
**Replies:** 4\
**Last updated:** [September 19, 2019, 6:34am UTC](https://forums.unrealengine.com/t/gamethread/455576 "2019-09-19T06:34:32Z")

</div>

現在、GameThreadの処理が重く、また複数あるコアの処理が開いている状態です。 GameThreadの処理を、別スレッドの処理にしたいと考えていますが、 UE4でその様なことを実装するための仕組みがありますでしょうか。 また、その手順が書かれた書類、もしくは参考になるソースの場所を教えていたただければと思います。 例えば、ActorのTick()処理や ActorComponent の TickComponent() を …

---

## [GameThreadの処理を別のスレッド(コア)に移す](https://forums.unrealengine.com/t/gamethread/443841)

<div class="topic-metadata">

**Author:** [@Answers.Archive](https://forums.unrealengine.com/u/Answers.Archive)\
**Replies:** 4\
**Last updated:** [February 21, 2019, 12:08pm UTC](https://forums.unrealengine.com/t/gamethread/443841 "2019-02-21T12:08:17Z")

</div>

現在、GameThreadの処理が重く、また複数あるコアの処理が開いている状態です。 GameThreadの処理を、別スレッドの処理にしたいと考えていますが、 UE4でその様なことを実装するための仕組みがありますでしょうか。 また、その手順が書かれた書類、もしくは参考になるソースの場所を教えていたただければと思います。 例えば、ActorのTick()処理や ActorComponent の TickComponent() を …

---

## [Time of SwapChain-\>Present()](https://forums.unrealengine.com/t/time-of-swapchain-present/442608)

<div class="topic-metadata">

**Author:** [@Alphatierchen](https://forums.unrealengine.com/u/Alphatierchen)\
**Replies:** 0\
**Last updated:** [February 2, 2019, 5:52pm UTC](https://forums.unrealengine.com/t/time-of-swapchain-present/442608 "2019-02-02T17:52:35Z")

</div>

I’m currently looking for a way, to get timestamp that is as close as possible to the actual appearance of a new actor on the screen. The idea is to take the time of SwapChain-\>Present() of that very frame, in which my …

---

## [How to use a UMG throbber?](https://forums.unrealengine.com/t/how-to-use-a-umg-throbber/371258)

<div class="topic-metadata">

**Author:** [@Unteroid](https://forums.unrealengine.com/u/Unteroid)\
**Replies:** 1\
**Last updated:** [June 27, 2018, 9:31am UTC](https://forums.unrealengine.com/t/how-to-use-a-umg-throbber/371258 "2018-06-27T09:31:20Z")

</div>

Can someone explain the general way throbber works? Say, I have a C++ loop that utilize callable UFUNCTION to spawn actors. That’s a heavy task and main game thread freezes until all actors are spawned. How can I keep…

---

## [Garbage collection fall into infinite loop 4.15.1](https://forums.unrealengine.com/t/garbage-collection-fall-into-infinite-loop-4-15-1/396765)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_061640eb](https://forums.unrealengine.com/u/anonymous_user_061640eb)\
**Replies:** 1\
**Last updated:** [May 24, 2018, 9:23pm UTC](https://forums.unrealengine.com/t/garbage-collection-fall-into-infinite-loop-4-15-1/396765 "2018-05-24T21:23:19Z")

</div>

We have met an issue when we switch maps in the game. The garbage collection fall into infinite loop in the second round of IncrementalPurgeGarbage (GarbageCollection.cpp line 1003-1085). The infinite loop code is: if( …

---

## [Setactorlocation thread safety](https://forums.unrealengine.com/t/setactorlocation-thread-safety/399632)

<div class="topic-metadata">

**Author:** [@asdzxcv](https://forums.unrealengine.com/u/asdzxcv)\
**Replies:** 2\
**Last updated:** [April 2, 2018, 3:49am UTC](https://forums.unrealengine.com/t/setactorlocation-thread-safety/399632 "2018-04-02T03:49:59Z")

</div>

Is it safe to call setactorlocation from a thread other than game thread

---

## [FFunctionGraphTask and TArray](https://forums.unrealengine.com/t/ffunctiongraphtask-and-tarray/421103)

<div class="topic-metadata">

**Author:** [@HOUmmel](https://forums.unrealengine.com/u/HOUmmel)\
**Replies:** 1\
**Last updated:** [March 29, 2018, 11:41am UTC](https://forums.unrealengine.com/t/ffunctiongraphtask-and-tarray/421103 "2018-03-29T11:41:49Z")

</div>

I tried to use a ThreadPool to do some noise calculations. It didn’t do what i wanted to do. And since there is few info about ThreadPool i switched to FFunctionGraphTask. Now the Problem is i need to fill an TArray wit…

---

## [Why RHI is not on separate thread on DX11?](https://forums.unrealengine.com/t/why-rhi-is-not-on-separate-thread-on-dx11/415433)

<div class="topic-metadata">

**Author:** [@bboczula](https://forums.unrealengine.com/u/bboczula)\
**Replies:** 0\
**Last updated:** [January 24, 2018, 12:44pm UTC](https://forums.unrealengine.com/t/why-rhi-is-not-on-separate-thread-on-dx11/415433 "2018-01-24T12:44:08Z")

</div>

I’ve noticed in the code that RHI runs on separate thread only on consoles and DX12 on PC - is there any specific reason it doesn’t run on separate thread on PC on DX11? Just wondering :slight\_smile:

---

## [Using IntelTBB in your game?](https://forums.unrealengine.com/t/using-inteltbb-in-your-game/388567)

<div class="topic-metadata">

**Author:** [@undercover](https://forums.unrealengine.com/u/undercover)\
**Replies:** 2\
**Last updated:** [March 22, 2017, 8:38pm UTC](https://forums.unrealengine.com/t/using-inteltbb-in-your-game/388567 "2017-03-22T20:38:01Z")

</div>

Hi! Is it possible to use intel’s TBB for your game? I see it’s used as a third party library by the engine, can you use it or is it safe to include it again by yourself? I’m aware of that using TBB directly may limit …

---

## [LogStats:Warning: MetaData mismatch](https://forums.unrealengine.com/t/logstats-metadata-mismatch/305628)

<div class="topic-metadata">

**Author:** [@Azarus](https://forums.unrealengine.com/u/Azarus)\
**Replies:** 23\
**Last updated:** [February 25, 2017, 8:04pm UTC](https://forums.unrealengine.com/t/logstats-metadata-mismatch/305628 "2017-02-25T20:04:44Z")

</div>

LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP\_Threads//FGenerationWorker///Thread\_68c\_0///////STATCAT\_Advanced//// old //STATGROUP\_Threads//FGenerationWorker///Thread\_ce4\_0////…

---

## [Rendering to Texture on another thread](https://forums.unrealengine.com/t/rendering-to-texture-on-another-thread/383008)

<div class="topic-metadata">

**Author:** [@staniks](https://forums.unrealengine.com/u/staniks)\
**Replies:** 0\
**Last updated:** [January 26, 2017, 10:56am UTC](https://forums.unrealengine.com/t/rendering-to-texture-on-another-thread/383008 "2017-01-26T10:56:53Z")

</div>

I’m working on a space game in which i’d like to display stars on a skybox. However, I want stars on the skybox to be different in each system, corresponding to the player’s location in the galaxy. There would be a warp…

---

## [FMultiReaderSingleWriterGT isn't thread safe](https://forums.unrealengine.com/t/fmultireadersinglewritergt-isnt-thread-safe/381378)

<div class="topic-metadata">

**Author:** [@Answers.Archive](https://forums.unrealengine.com/u/Answers.Archive)\
**Replies:** 5\
**Last updated:** [January 9, 2017, 7:26pm UTC](https://forums.unrealengine.com/t/fmultireadersinglewritergt-isnt-thread-safe/381378 "2017-01-09T19:26:57Z")

</div>

Hi guys, I’ve found that FMultiReaderSingleWriterGT has at least 2 bugs: The one that caused a deadlock in our game and caused me to investigate was this: Worker Thread Acquires Read lock Game Thread Acquires Read lo…

---

## [Can thread-safety of a function be checked](https://forums.unrealengine.com/t/can-thread-safety-of-a-function-be-checked/379055)

<div class="topic-metadata">

**Author:** [@plangton](https://forums.unrealengine.com/u/plangton)\
**Replies:** 0\
**Last updated:** [December 12, 2016, 10:38am UTC](https://forums.unrealengine.com/t/can-thread-safety-of-a-function-be-checked/379055 "2016-12-12T10:38:36Z")

</div>

Hi, Is there a way that I can check if a function is thread safe regarding creating UObjects ? E.g : creating blueprints crashes in a thread due to the following assertion failing check(IsInGameThread() || HasAnyFlags…

---

## [How to launch profiler graph view](https://forums.unrealengine.com/t/how-to-launch-profiler-graph-view/369158)

<div class="topic-metadata">

**Author:** [@DenizPiri](https://forums.unrealengine.com/u/DenizPiri)\
**Replies:** 0\
**Last updated:** [September 2, 2016, 7:53pm UTC](https://forums.unrealengine.com/t/how-to-launch-profiler-graph-view/369158 "2016-09-02T19:53:27Z")

</div>

Hi, While reading trough the following presentation: https://de45xmedrsdbp.cloudfront.net/Resources/files/Multithreading-1112727176.pdf I have noticed the potentially very very useful profiler view on Page 12. How c…

---

## [Thread lock on PS4 from TaskGraph](https://forums.unrealengine.com/t/thread-lock-on-ps4-from-taskgraph/366200)

<div class="topic-metadata">

**Author:** [@Craig.Powell](https://forums.unrealengine.com/u/Craig.Powell)\
**Replies:** 0\
**Last updated:** [August 5, 2016, 9:52am UTC](https://forums.unrealengine.com/t/thread-lock-on-ps4-from-taskgraph/366200 "2016-08-05T09:52:50Z")

</div>

We’ve been seeing lock-ups on PS4 which we’ve traced to TaskGraph, perhaps always during a garbage collect. The main thread calls BroadcastSlow\_OnlyUseForSpecialPurposes to wake up the task threads, but sometimes one of…

---

## [AMD CPU very low performance because IXAudio2SourceVoice::DestroyVoice](https://forums.unrealengine.com/t/amd-cpu-very-low-performance-because-ixaudio2sourcevoice-destroyvoice/321452)

<div class="topic-metadata">

**Author:** [@Pierdek](https://forums.unrealengine.com/u/Pierdek)\
**Replies:** 28\
**Last updated:** [July 12, 2016, 8:37am UTC](https://forums.unrealengine.com/t/amd-cpu-very-low-performance-because-ixaudio2sourcevoice-destroyvoice/321452 "2016-07-12T08:37:54Z")

</div>

Hi, Current implementation of FXAudio2SoundSource::FreeResources( void ) works really bad with AMD CPUs, because of this call Source-\>DestroyVoice(); Which freezes completely main thread. For example measuring simple…

---

## [Multiple Audio Decompressing Threads?](https://forums.unrealengine.com/t/multiple-audio-decompressing-threads/354427)

<div class="topic-metadata">

**Author:** [@eXi](https://forums.unrealengine.com/u/eXi)\
**Replies:** 2\
**Last updated:** [April 18, 2016, 12:24am UTC](https://forums.unrealengine.com/t/multiple-audio-decompressing-threads/354427 "2016-04-18T00:24:08Z")

</div>

Hey there, I’ve got a question about Threading. I checked out the normal Multithread Wiki post by Rama and the TaskGraph: What do you want to achieve? I want to be able to Decompress Audio, not one Audio file after…

---

## [How can I use another thread to remove a static mesh instance?](https://forums.unrealengine.com/t/how-can-i-use-another-thread-to-remove-a-static-mesh-instance/345857)

<div class="topic-metadata">

**Author:** [@Cosmik-Debris](https://forums.unrealengine.com/u/Cosmik-Debris)\
**Replies:** 0\
**Last updated:** [January 30, 2016, 12:06pm UTC](https://forums.unrealengine.com/t/how-can-i-use-another-thread-to-remove-a-static-mesh-instance/345857 "2016-01-30T12:06:41Z")

</div>

I have been using UE4 for a while but I am totally new to C++. If I have thousands of instanced static meshes and try to remove one with blueprint it causes a big FPS drop. I would like to try doing this on another thre…

---

## [Async spawn objects](https://forums.unrealengine.com/t/async-spawn-objects/323497)

<div class="topic-metadata">

**Author:** [@hjeldin](https://forums.unrealengine.com/u/hjeldin)\
**Replies:** 6\
**Last updated:** [July 10, 2015, 7:26pm UTC](https://forums.unrealengine.com/t/async-spawn-objects/323497 "2015-07-10T19:26:23Z")

</div>

Hello, i’m trying to spawn 1k to 10k objects onscreen (mostly billboards) which are recovered from an external network service on a different thread. When the thread completes the download it calls a blueprint-implemen…

---

## [\[Request\] Blueprint: Threading](https://forums.unrealengine.com/t/request-blueprint-threading/315732)

<div class="topic-metadata">

**Author:** [@DylanVelez\_1](https://forums.unrealengine.com/u/DylanVelez_1)\
**Replies:** 4\
**Last updated:** [May 8, 2015, 5:51pm UTC](https://forums.unrealengine.com/t/request-blueprint-threading/315732 "2015-05-08T17:51:12Z")

</div>

I’d like to make a request to expose threading to blueprints. That i know of, this can’t be done except for executing timers, but the blueprint is still sequential. Is there any plans on bringing Threading to blueprints? …

---

## [Thread usage in profiler](https://forums.unrealengine.com/t/thread-usage-in-profiler/316772)

<div class="topic-metadata">

**Author:** [@Sanum13](https://forums.unrealengine.com/u/Sanum13)\
**Replies:** 0\
**Last updated:** [April 28, 2015, 10:30pm UTC](https://forums.unrealengine.com/t/thread-usage-in-profiler/316772 "2015-04-28T22:30:58Z")

</div>

I’m trying to profile my application using the ue4 profiler, and I’m looking to view the thread idle times/busy times in a meaningful way. I’ve seen this sort of visualisation in a slideshare here on slide 12 and was won…

[Next page](https://forums.unrealengine.com/tag/threading/3633.md?match_all_tags=true&page=1&tags%5B%5D=threading)
