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.
npx skills add quodsoler/unreal-engine-skills --skill ue-async-threadinggit clone --depth 1 https://github.com/quodsoler/unreal-engine-skillsWrote 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.
[](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-async-threading)<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/github.svg" alt="Measured on agentmods" height="20"></a>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.
<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>- Socket pass
- Snyk pass
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.
| Model | Per session | Once 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 |
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.
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 |
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.
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.
- 10d ago First seen · 410 lines · 120 tokens per session scan A c6de277c9482
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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