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    [SUPPORT] MultiTask Pro

    MultiTaskPro enables multi-threading in Blueprints in the cleanest and the most efficient way.

    Create threaded or Async tasks using intuitive nodes.

    Keep your blueprints simple with MultiTask Pro.

    Synchronize your workflow using ThreadSafe Booleans, Mutex and Queues.




    Tutorials:

    https://www.youtube.com/playlist?lis...J_zcr16DsuU6lh


    Should you require additional Queue Types, please do tell. Technical Details

    Features:
    • Create Async Tasks
    • Create Threaded Tasks
    • ThreadSafe Booleans
    • Mutex
    • FVector Queue
    • FIntVector Queue
    • FIntPoint Queue
    • FTransform Queue
    • Float Queue
    • Int32 Queue
    • Int64 Queue
    • Actor Queue
    • Object Queue
    • FString Queue
    • FText Queue
    • FName Queue
    • Multi-Dimensional For Loops spread across multiple frames
    • NumberOfCores(returns cores number of the system)
    • Prevent Runaway Loop Detection
    • Thread safe line traces
    • Color coded nodes


    https://www.unrealengine.com/marketplace/multitask-pro

    https://yakistudios.com/project/multitask/

    https://discord.gg/v4D42Vp
    Last edited by Yaki Studios; 10-22-2019, 01:33 PM.

    #2
    Update 1.1

    Added 3 new nodes:
    • Spread Loop 1D
    • Spread Loop 2D
    • Spread Loop 3D
    These new nodes allow you to spread Multi-Dimensional(up to 3D) For Loops across multiple frames without any hassle.

    Operations can be easily canceled and restarted at any given point in time.

    ​​​​​​​Since the loops are done on C++ side back end, you wont reach the Blueprint Max iterations limit.




    Should you have any issues or requests, please let me know.
    Last edited by Yaki Studios; 08-16-2019, 01:13 PM.

    Comment


      #3
      Update 1.1.1
      • Added compatibility for MacOS
      • Added compatibility for Android
      • Added compatibility for IOS
      Should you have any issues or requests, please let me know.

      Comment


        #4
        Originally posted by Yaki Studios View Post
        MultiTaskPro enables multi-threading in Blueprints in the cleanest and the most efficient way.

        One Latent Node, multiple branches.

        Keep your blueprints simple with MultiTask Pro.

        Synchronize your workflow using ThreadSafe Booleans, Mutex and Queues.



        Should you require additional Queue Types, please do tell.
        • Simple workflow using one Latent Node
        • ThreadSafe Booleans
        • Mutex
        • FVector Queue
        • FIntVector Queue
        • FIntPoint Queue
        • FTransform Queue
        • Float Queue
        • Int32 Queue
        • Int64 Queue
        • Actor Queue
        • Object Queue

        https://www.unrealengine.com/marketplace/multitask-pro

        https://yakistudios.com/project/multitask/

        https://discord.gg/v4D42Vp
        Thanks! Can you advise a trick, how can you spawn, update material or any render pass changes, acync without crashes?

        Comment


          #5
          Originally posted by msSteel View Post

          Thanks! Can you advise a trick, how can you spawn, update material or any render pass changes, acync without crashes?
          Hi,

          Some things are simply not meant to be run on separate threads.
          The only thing you could do IMO is to use the Spread nodes that allows you to spread the work over multiple frames so the game thread doesn't get blocked by executing entire task at once.
          This is the reason that i implemented Spread nodes, to provide an alternative for tasks that can't run on background threads or to be able to run tasks without blocking the game thread on devices that simply don't have the possibility to run additional threads.

          Comment


            #6
            Update 1.1.3
            • Fixed a bug where DoAsyncTask could start another task even if it was already running.
            • All Nodes are following same model. This enables for easier implementation of further functionalities.
            • Implemented FString Queue type
            • Implemented FText Queue type
            • Implemented FName Queue type
            Should you have any issues or requests, please let me know.

            Comment


              #7
              Update 1.1.8 is Live!
              • Various code cleanups
              • Added compatibility with Linux, Xbox One and Playstation
              • New node NumberOfCores(returns cores number of the system)

              Comment


                #8
                Update 1.2.0 is Live!
                • Redesigned the latent nodes and changed some node naming.
                • DoThreadTask now returns a worker reference which helps you to validate, cancel, wait for completion, check for completion or cancellation status.
                • Async Task nodes ( Do Loop 1D, Do Loop 2D, Do Loop 3D and Do Async Task) now return a task reference that helps you to validate, cancel, check for completion or cancellation status.
                • New InGameThread node which allows you to know whether you're on the game thread or background thread.
                • New Thread safe LineTrace nodes
                • New DoAsyncTask node which acts like an infinite while.
                • New ResetRunaway and SetMaximumLoopIterations nodes that allow you to prevent breaking while and loop nodes when Runaway Loop Detected error occurs. These two nodes prevent the Runaway Loop Detected error to occur (check tutorials).
                • Nodes color coding
                • Various code optimizations
                Click image for larger version  Name:	MultiTaskProFunctions.png Views:	1 Size:	402.8 KB ID:	1676615
                Last edited by Yaki Studios; 10-22-2019, 07:54 AM.

                Comment

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