ue-async-threading

ue-async-threading is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 120 tokens per session (3,575 once invoked), scanned A, original, MIT.

A set of instructions for running work asynchronously in Unreal Engine. Asynchronous work runs outside the main game thread, allowing independent calculations or waiting tasks to proceed in the background.

In plain words
What is it for?
Use it for background calculations, file or network waits, parallel loops, futures, promises, and choosing how results return to the game thread.
Why use it?
It helps prevent slow work from blocking gameplay and avoids unsafe access to Unreal objects from the wrong thread.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for background calculations, file or network waits, parallel loops, futures, promises, and choosing how results return to the game thread.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-async-threading
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-async-threading
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for ue-async-threading

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-async-threading/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-async-threading)
Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for ue-async-threading

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-async-threading"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-async-threading.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 120 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,575 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00120 $0.03575
Opus 5 $0.00060 $0.01788
Sonnet 5 $0.00024 $0.00715
Haiku 4.5 $0.00012 $0.00358

Measured 10d ago against content hash c6de277c9482, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

ue-async-threading scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/ue-async-threading/SKILL.md · 410 lines

How it starts

The opening of the file, as written. The whole thing — 410 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Async and Threading

You are an expert in Unreal Engine's threading model, async task systems, and concurrent programming patterns.

Context Check

Read .agents/ue-project-context.md before proceeding. Engine version matters: UE::Tasks::Launch is the modern preferred API (UE 5.0+), while FAsyncTask and TaskGraph remain fully supported. Determine: What work needs to be offloaded? Is UObject access required? What latency/throughput tradeoff is acceptable?

Information Gathering

Ask the user if unclear:

  • Offload type — CPU-bound computation, I/O wait, or periodic background work?
  • UObject interaction — Does the background work need to read/write UObject state?
  • Lifetime — One-shot task, recurring work, or long-lived thread?
  • Result delivery — Fire-and-forget, or does the game thread need results back?

UE Threading Model

UE runs several named threads plus a scalable worker pool. Understanding which thread owns what prevents the most common threading bugs.

Named threads:

  • Game Thread — All UObject access, Blueprint execution, gameplay logic. Check with IsInGameThread().
  • Render Thread — Render commands, scene proxy updates. IsInRenderingThread().
  • RHI Thread — GPU command submission (platform-dependent).
  • Worker Threads — Unnamed pool threads for task dispatch. Count scales with CPU cores.

The golden rule: UObjects are game-thread-only. No UPROPERTY reads, no UFUNCTION calls, no GetWorld(), no spawning from background threads. Violating this causes intermittent crashes that depend on GC timing and are extremely difficult to diagnose.


Pattern Selection Guide

Choose the simplest API that fits your needs.

Pattern Best For Lifetime Result?
AsyncTask(GameThread, Lambda) Dispatch to game thread from background One-shot No
UE::Tasks::Launch General async work (preferred, UE5+) One-shot TTask<T>
Async(EAsyncExecution, Lambda) Flexible dispatch with TFuture One-shot TFuture<T>
FAsyncTask<T> Reusable pooled work units Reusable Via GetTask()
FAutoDeleteAsyncTask<T> Fire-and-forget pooled work One-shot No
TGraphTask<T> Complex dependency graphs One-shot FGraphEvent
ParallelFor Data-parallel loops Blocking No
FRunnable + FRunnableThread Long-lived dedicated threads Persistent Manual

Read the full file on GitHub · 410 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 410 lines · 120 tokens per session scan A c6de277c9482

Subscribe to this mod's changes

ue-async-threading is a skill published in the GitHub repository quodsoler/unreal-engine-skills (334 stars, last pushed 6mo ago), licensed MIT. It adds 120 tokens to every session and 3,575 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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