What problem does it solve? Unreal C++ developers frequently need to delay work, repeat callbacks, or offload heavy computation without blocking the game thread, and choosing the wrong mechanism (or misusing threads) causes crashes, GC hazards, and frame stalls. This Skill provides the correct APIs, patterns, and thread-safety rules for scheduling and async work in UE 5.8. ## Core Features & Use Cases - FTimerManager patterns: SetTimer with FTimerHandle, looping and one-shot timers, SetTimerForNextTick, pause/resume, querying, and mandatory EndPlay cleanup. - Async execution: Async/EAsyncExecution, AsyncTask/ENamedThreads, TFuture/TPromise, FNonAbandonableTask/FAutoDeleteAsyncTask/FAsyncTask, and the modern UE::Tasks system with Launch, FPipe, and dependency graphs. - Threading & ticking: FRunnable/FRunnableThread for dedicated threads, FTSTicker for non-actor ticking, and critical thread-safety rules for UObject access. - Use Case: You need to regenerate health every 0.5 seconds and run procedural generation on a background thread. Use this Skill to set up a looping timer with proper EndPlay cleanup and offload the generation via UE::Tasks::Launch, marshaling results back to the game thread safely. ## Quick Start Use the ue-timers-and-async skill to add a 3-second respawn delay timer and move my pathfinding computation to a background thread in this actor class.