ue-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).

Timers — FTimerManager

Installs
18
GitHub Stars
77
First Seen
Sep 9, 2026