- Fixed a bug with Spread Nodes (DoAsyncTask, DoLoop1D, DoLoop2D, DoLoop3D) that was preventing correct branch selection when Cancelling and restarting the execution.
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Yaki Studios repliedMulti Task Pro 1.3.6 is Live! (08/04/2020)
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Yaki Studios repliedMulti Task Pro 1.3.4 is Live!- Fixed a bug that prevented canceling a thread task.
Multi Task Pro 1.3.5 is Live!- Implemented new function NumberOfCoresIncludingHyperthreads
- Implemented TryLock for Mutexes
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Yaki Studios repliedUpdate 1.3.2 is Live!- New Node DoSpawnInstances which allows you to spawn huge amounts of HISM instances without blocking the game thread
- Fixed a bug with WorkerReference where when the pointer to the worker would become invalid it would crash the editor when trying to access it.
Last edited by Yaki Studios; 06-02-2020, 10:18 AM.
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Yaki Studios repliedUpdate 1.3.0 is Live!- Replication friendly
- Major changes to Latent Nodes that should bring more consistency and stability in your projects.
- ResetRunaway is no longer an Experimental feature and is considered ready for production.
- SetMaximumLoopIterations is no longer an Experimental feature and is considered ready for production.
- DoReadPixels is no longer an Experimental feature and is considered ready for production.
- Implemented only one type of Worker Reference structure for both Spread and Thread tasks.
- Latent Nodes now make sure the caller object doesn't get destroyed before finishing the job.
- ParallelFor Nodes failed to pass further into development due to engine limitations. They got removed. The C++ implementation is still in place and you can find it here FMultiTaskProWorker::StartParallelFor in WorkerBase.h
This version has no backwards compatibility because it changes the way nodes get created and executed.
Please backup your project before switching to the newest version.
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Yaki Studios repliedUpdate 1.2.6 is Live! (05/04/2020)- Implemented Sleep function which allows you to put a thread to sleep for the amount of seconds.
- Implemented DoParallelFor1D
- Implemented DoParallelFor2D
- Implemented DoParallelFor3D
- Implemented Thread Safe Integer
- Fixed Mutex which now has fixed functionality. It now Locks instead of trying the lock.
- Various small code improvements and error texts fixing.
* Multitask Pro ParallelFor functions are not suitable to work with dynamic size arrays. Arrays are not thread-safe. Since there are multiple-producers with ParallelFor Loops, Mutex doesn't fix this. If you need a dynamic size container inside ParallelFor functions use Queues.
* Multitask Pro ParallelFor functions are still experimental.Last edited by Yaki Studios; 05-04-2020, 01:18 PM.
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Yaki Studios repliedMulti Task Pro 1.2.5 is Live! (01/28/2020)- Multi task executes OnCancel Branch in DoThreadTask node when game ends(PIE, Standalone, Packaged etc). This allows you to prevent crashes in case you forget to cancel on End Play. However, you're still responsible for OnCancel branch implementation in order to safely end the current work (if any).
- Minor code improvements.
Last edited by Yaki Studios; 01-28-2020, 12:58 PM.
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Yaki Studios repliedUpdate 1.2.4 is Live!- Removed colored nodes from all versions (You need to re-add the nodes in your blueprints in UE 4.22 and 4.23!)
- Ability to Async read pixel data from UTextureRenderTarget2D and UTexture2D (This executes on RenderThread.)
- Small code improvements.
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Yaki Studios repliedUE4.24 is now supported.
Due to some engine changes in UE 4.24 version, the colored nodes come with default colors until i will figure out how to fix that.
No other compatibility issue.
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Yaki Studios repliedUpdate 1.2.1 is Live!- Fixed a bug where On Complete and On Cancel branches in Do Thread Task node were not guaranteed to execute on game thread (bug came in effect with version 1.2.0).
- Editor module has been switched to Developer to allow MultiTask Pro to run in Editor Standalone mode
- Various code cleanup and improvements
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Yaki Studios repliedUpdate 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
Last edited by Yaki Studios; 10-22-2019, 07:54 AM.
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Yaki Studios replied -
Yaki Studios repliedUpdate 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
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Yaki Studios repliedOriginally 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?
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.
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msSteel repliedOriginally posted by Yaki Studios View PostMultiTaskPro 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
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Yaki Studios repliedUpdate 1.1.1- Added compatibility for MacOS
- Added compatibility for Android
- Added compatibility for IOS
- 1 like
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