What problem does it solve? Unreal Engine gameplay code often needs delayed callbacks, repeating logic, or CPU-heavy work offloaded from the game thread, and choosing the wrong mechanism causes dangling-pointer crashes, GC hazards, or frame stalls. This Skill provides verified UE 5.8 patterns for FTimerManager, Async/AsyncTask, the UE Tasks System, FRunnable threads, and FTSTicker so you pick the right tool and use it safely. ## Core Features & Use Cases - Gameplay Timers: Set looping or one-shot timers with FTimerHandle, defer one frame with SetTimerForNextTick, pause/query/clear timers, and enforce mandatory EndPlay cleanup. - Async & Tasks System: Offload heavy computation with Async(EAsyncExecution::ThreadPool), marshal results back to the game thread, and build dependency graphs with UE::Tasks::Launch, FTask, and FPipe. - Threads & Tickers: Run long-lived dedicated threads with FRunnable/FRunnableThread and tick non-actor subsystems with FTSTicker, with strict thread-safety rules for UObject access. - Use Case: You need a health regen tick every 0.5 seconds and a procedural map generation pass on a worker thread. Use SetTimer with a stored FTimerHandle for regen, and Async with a TWeakObjectPtr capture plus AsyncTask(ENamedThreads::GameThread) to apply results safely. ## Quick Start Ask the assistant to implement a looping regen timer and a background computation task for your Unreal C++ actor using this skill.