timers-and-async
Installation
SKILL.md
Timers & async work
Most "do this later / every N seconds" needs belong in a timer, not Tick. For
CPU-intensive work, move computation off the game thread using Async or the Tasks System,
then marshal results back — UObjects and actors must only be touched on the game thread.
When to use this skill
- A delay ("respawn in 3 s") or repeating callback ("regen every 0.5 s").
- Replacing a per-frame accumulator with a world-time-aware periodic timer.
- Deferring one frame (
SetTimerForNextTick), e.g. waiting for another actor to finish spawning before continuing initialization. - Offloading expensive work (procedural gen, parsing, path pre-computation) to a worker thread and applying the result on the game thread.
- Ticking a non-actor subsystem without a
UActorComponent(FTSTicker).