UE5Coro implements C++20 coroutine support for Unreal Engine 5 with a focus on gameplay logic, convenience, and providing seamless integration with the engine.
Note
Support for C++17, older compilers, platforms, and engine versions is available in the legacy UE5Coro 1.x series.
There's built-in support for easy authoring of latent UFUNCTIONs. Change the return type of a latent UFUNCTION to make it a coroutine, and you get all the FPendingLatentAction boilerplate for free, with BP-safe multithreading support out of the box:
UFUNCTION(BlueprintCallable, meta = (Latent, LatentInfo = LatentInfo))
FVoidCoroutine Example(FLatentActionInfo LatentInfo)
{
UE_LOGFMT(LogTemp, Display, "Started");
co_await UE5Coro::Latent::Seconds(1); // Does not block the game thread!
UE_LOGFMT(LogTemp, Display, "Done");
co_await UE5Coro::Async::MoveToThread(ENamedThreads::AnyThread);
auto Value = HeavyComputation();
co_await UE5Coro::Async::MoveToGameThread();
UseComputedValue(Value);
}
This coroutine will automatically track its target UObject across threads, so
even if its owning object is destroyed before it finishes, it won't crash due to
a dangling this
on the game thread.
Even the coroutine return type is hidden from BP to not disturb designers:
Not interested in latent UFUNCTIONs? Not a problem. Raw C++ coroutines are also supported, with the exact same feature set. The backing implementation is selected at compile time; latent actions are only created if you actually use them.
Change your return type to one of the coroutine types provided by this plugin, and complex asynchronous tasks that would be cumbersome to implement yourself become trivial one-liners that Just Work™, eliminating the need for callbacks and other handlers.
- Enjoying the convenience of LoadSynchronous, but not the drawbacks?
UObject* HardPtr = co_await AsyncLoadObject(SoftPtr);
lets you keep only the benefits (and your FPS). - What about spreading a heavy computation across multiple ticks?
Add aco_await NextTick();
inside a loop, and you're already done. There's a time budget class that lets you specify the desired processing time directly, and let the coroutine dynamically schedule itself. - Speaking of dynamic scheduling, throttling can be as simple as this:
co_await Ticks(bCloseToCamera ? 1 : 2);
- Why time slice on the game thread when you have multiple CPU cores eager to
work?
Addco_await MoveToTask();
to your function, and everything after that line will run within the UE::Tasks system on a worker thread. - Want to go back?
It's
co_await MoveToGameThread();
.
You're free to arbitrarily move between threads, and latent UFUNCTION coroutines automatically move back to the game thread when they're done to resume BP. - Still not convinced? Here's how to run an entire timeline:
co_await Timeline(this, From, To, Duration, YourUpdateLambdaGoesHere);
- Hard to please?
Here's how you can asynchronously wait for a DYNAMIC delegate without writing
a UFUNCTION just for the AddDynamic/BindDynamic, or being in a UCLASS, or any
class at all:
co_await YourDynamicDelegate;
(that's the entire code) - Oh, you wanted parameters with that delegate?
auto [Your, Parameters] = co_await YourDynamicDelegate;
This should give a taste of the significant reduction in code and effort that's possible with this plugin. Less and simpler code to write generally translates to fewer bugs, and asynchronous code being easy to write means there's no friction when it comes to doing things the right way, right away.
Say goodbye to that good-enough-for-now™ LoadSynchronous that's still in Shipping, two updates later. With the task at hand reduced from "write all the StreamableManager boilerplate and move a part of the calling function into a callback" to merely "stick co_await in front of it", you'll finish quicker than it would've taken to come up with a justification for why the synchronous blocking version is somehow acceptable.
There are plenty of additional features in the plugin, such as generators that let you avoid allocating an entire TArray just to return a variable number of values. Easier for you to write, easier for the compiler to optimize, you only need O(1) storage instead of O(N) for N items, what's not to like?
The following links will get you to the relevant pages of the documentation. Bookmark this section if you prefer to read the latest documentation in your browser, or read it straight from your IDE. Every API function is documented in the C++ headers, and the releases contain the Markdown source of the documentation that you're reading right now.
These features focus on exposing coroutines to the rest of the engine.
- Coroutines (obviously)
- Cancellation support has its own page.
- Generators
- Gameplay Ability System integration works slightly differently.
These wrappers provide convenient ways to consume engine features from your coroutines.
- AI integration (MoveTo, pathfinding...)
- Animation awaiters (montages, notifies...)
- Async awaiters (multithreading, synchronization...)
- HTTP (asynchronous HTTP requests)
- Implicit awaiters (certain engine types are directly co_awaitable, without wrappers)
- Latent awaiters (game thread interaction, Delay...)
- Asset loading (async loading soft pointers, bundles...)
- Async collision queries (line traces, overlap checks...)
- Latent chain (universal latent action wrapper)
- Tick time budget (run for x ms per frame)
- Latent callbacks (interaction with the latent action manager)
Note
Most of these functions return undocumented internal types from the
UE5Coro::Private
namespace.
Client code should not refer to anything from this namespace directly, as
everything within is subject to change in future versions, without prior
deprecation.
Most often, this is not an issue: for example, the unnamed temporary object in
co_await Something()
does not appear in source code.
If a Private
return value needs to be stored, use auto
(or a constrained
TAwaitable auto
) to avoid writing the type's name.
Directly calling the public-by-necessity C++ awaitable functions
await_ready
, await_suspend
, and await_resume
is not supported on any
awaiter.
- Aggregate awaiters (WhenAny, WhenAll, Race...)
- Latent timelines (smooth interpolation on tick)
- Threading primitives (semaphores, events...)
Only numbered releases are supported. Do not use the Git branches directly.
Download the release that you've chosen, and extract it into your project's
Plugins folder.
Rename the folder to just UE5Coro, without a version number.
Done correctly, you should end up with
YourProject\Plugins\UE5Coro\UE5Coro.uplugin
.
Note
Please refer to the release's own README if you're using 1.x. It had a different method of installation involving multiple plugins.
Your project might use some legacy settings that need to be removed to unlock C++20 support, which otherwise comes as standard in new projects made in Unreal Engine 5.3 or later.
In your Target.cs files (all of them), make sure that you're using the latest settings and include order version:
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
If you're using the legacy bEnableCppCoroutinesForEvaluation
flag, that's not
needed anymore, and it should no longer be explicitly turned on; doing so may
cause issues.
It is recommended to remove all references to it from your build files.
If you're setting CppStandard
to CppStandardVersion.Cpp17
in a Build.cs
file... don't :)
Reference the "UE5Coro"
module from your Build.cs as you would any other
C++ module, and use #include "UE5Coro.h"
.
The plugin itself does not need to be enabled.
Some functionality is in optional modules that need to be referenced separately.
For instance, Gameplay Ability System support needs "UE5CoroGAS"
in Build.cs,
and #include "UE5CoroGAS.h"
.
The core UE5Coro module only depends on engine modules that are enabled by
default.
Important
Do not directly #include any other header, only the one matching the module's name. Major IDEs used with Unreal Engine are known to get header suggestions wrong. If you add UE5Coro.h to your PCH, you can make it available everywhere.
To update, delete UE5Coro from your project's Plugins folder, and install the new version using the instructions above.
Packaging UE5Coro separately (from the Plugins window) is not needed, and not supported.
To remove the plugin from your project, reimplement all your coroutines without
its functionality, remove all references to the plugin and its modules, and add
a core redirect from /Script/UE5CoroK2.K2Node_UE5CoroCallCoroutine
to
/Script/BlueprintGraph.K2Node_CallFunction
.