ParallelFor loop to update thousands of instances in HierarchicalInstancedStaticMeshComponent

How can I use ParallelFor loop to update instance static meshes ? I have asked this question even on forums with some details : link text

This guide: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

Says this:

“Please note that a task graph will sometimes use the game thread, and therefore for large tasks you should use a FRunnable as demonstrated in my other multi threading wiki.”

The “other multi threading wiki” is here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

Hi Jin_VE, I understand that, but I dont think its a async task or threading issue alone here, it has something to do with how the Hierarchical Static Instanced Mesh Component does the updating. Thanks for the pointers though, I will try to test it but as I said I think the real issue is how the update instances are designed.

See the answer posted here by @timtimmy : ParallelFor loop to update thousands of instances in HierarchicalInstancedStaticMeshComponent ? - C++ Programming - Unreal Engine Forums .