A question about Multi-Threading BluePrints
Just a quick question. Is there a "lock" node in blueprints currently? I don't think there is, but asking to make sure. By "lock" node, I mean a standard atomic lock/operation ability, where by 2 threads can lock each other out, and have guaranteed exclusive access to an object.
I don't think this exists, because well I couldn't find a node for it, two I could not prove to myself that there was an issue with it (say, there is processing in Tick Event, and there is processing for Overlap object, both of which could fire at the same time, as they would look like external interrupts to the blueprint, as the tick time, and overlap event cannot be predicted). As I made sure that the amount of mutual objects between the two (tick and overlap) was kept to a minimum, but I do have one place, where it can occur, probably lasts for a few nano seconds, but it can happen.
So I was just curious, and if there is not a "lock" node, I would definitely vote for one! Thus allowing me to start thinking in that fashion, and if Epic Games ever moves to a paralyzing compiler, well then heck, I'm already good to go, so just bring it on!
Frankly I would love it, idle threads being used? yeppers, sounds like a good time to me!
Thank you for your attention.
asked Sep 14 '15 at 03:38 PM in Blueprint Scripting
You are correct that low level atomics are not exposed to blueprints in any way.
answered Sep 14 '15 at 11:15 PM
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answered Apr 03 '18 at 04:03 AM
hmmmm, how to set this to resolved! There it is, I was just blind, and replying in the comment, instead of as an Answer.
answered Sep 14 '15 at 11:22 PM
I am working on a multithreading plugin for blueprints. I have already requested for submission in market place and soon it's gonna be available meanwhile, you can have a look at this thread : https://forums.unrealengine.com/showthread.php?128725-Multi-threading-in-Blueprint&highlight=multi+threading
answered Jan 06 '17 at 10:53 AM
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