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CoroFlow
C++20 coroutines for Unreal Engine: write delays, async loading, multithreading, timelines and AI as straight-line co_await code, exposed to Blueprints as latent nodes.
Highlights
All 12 features βCoroFlow brings C++20 coroutines to Unreal Engine gameplay programming. Instead of splitting logic across timers, delegates, latent action classes and callbacks, you write one function and co_await whatever it needs: a delay, the next tick, an asset load, an asynchronous line trace, a move to a worker thread and back, an HTTP request, a montage ending or an AI move.
Return FVoidCoroutine from a UFUNCTION marked Latent and Blueprint users get an ordinary latent node with the coroutine details hidden. The coroutine follows the lifetime of its owning object and is cleaned up if the object is destroyed while it runs. Plain C++ code can return TCoroutine<T> to get results, continuations, waiting and cancellation.
Higher-level tools build on this: WhenAny, WhenAll and Race to combine work, awaitable events and semaphores, generators with co_yield, timelines that interpolate values over time, per-tick time budgets for heavy loops, an optional Gameplay Ability System module for abilities and ability tasks written as coroutines, and a Gameplay Debugger category that lists running coroutines.
CoroFlow is part of the Alpha XP utilities collection for Unreal Engine 5.8. Every feature is exposed to C++, coroutine UFUNCTIONs appear in Blueprints as latent nodes, it ships with styled HTML documentation, and it is compiled and verified warning-free against a clean UE 5.8 project.
Key features
- Latent Blueprint nodes from C++ coroutine UFUNCTIONs, with automatic lifetime tracking
- TCoroutine<T> with results, ContinueWith, Wait and cancellation
- Game-thread awaiters: next tick, ticks, seconds (game, unpaused, real, audio), predicates
- Thread switching: game thread, UE::Tasks, named threads, thread pools, new threads
- Async loading of objects, classes, primary assets, bundles and packages
- Async line traces, sweeps and overlaps
- Timelines and per-tick time budgets
- WhenAny, WhenAll, Race, awaitable events and semaphores, generators
- Directly awaitable engine delegates, UE::Tasks tasks and futures
- HTTP, animation montage/notify and AI move/pathfinding awaiters
- Optional Gameplay Ability System module (requires the GameplayAbilities plugin only if
- Gameplay Debugger category with console variables
Events & delegates
Bind these in Blueprint (drag off the object β Bind Event) or with AddDynamic in C++.
| Event | Parameters |
|---|---|
| On Succeeded | β |
| On Failed | β |
Compatibility
One ready-made build per engine version is included in the download β copy the one that matches your project.
| Platform | Supported in |
|---|---|
| Windows | Editor & packaged |
| macOS | Editor & packaged |
| Module | Type | Loading phase |
|---|---|---|
| CoroFlow | Runtime | PostConfigInit |
| CoroFlowAI | Runtime | PreDefault |
| CoroFlowDebug | Runtime | Default |
| CoroFlowGAS | Runtime | PreDefault |
| CoroFlowK2 | UncookedOnly | PostConfigInit |
Technical details
| Code modules | CoroFlow (Runtime), CoroFlowAI (Runtime), CoroFlowDebug (Runtime), CoroFlowGAS (Runtime), CoroFlowK2 (UncookedOnly) |
|---|---|
| Blueprints | 0 Β· C++ classes: 10 |
| Network replicated | No |
| Development platforms | Windows: Yes, Mac: Not verified |
| Target build platforms | Win64 |
| Third-party software | No |
| Engine versions | Unreal Engine 5.8 β a build for each is included |
| C++ classes | 10 + 2 structs |
| Events | 2 |
| Documentation | Documentation.html (in the download) |
| Download | CoroFlow.zip Β· 223 KB |
| Version | v1.0.0 |
What's in the download
| File | What it is |
|---|---|
| CoroFlow 5.8.zip | Plugin build for Unreal Engine 5.8 |
| Documentation.html | Documentation (open in a browser) |
Quick start
- Unzip the download and pick the build that matches your engine (5.8).
- Copy the CoroFlow folder into your project's Plugins/ folder (create it if needed).
- Open the project, enable CoroFlow under Edit βΊ Plugins and restart the editor.
- Package for your target platform (Windows, macOS).
Good to know
Built and verified warning-free for Unreal Engine 5.8. C++20 is required (the UE 5.8 default; do not force C++17 in modules that use it), 64-bit targets only, and MSVC builds need toolset 14.41 or newer. The GameplayAbilities plugin is an optional dependency, needed only if you use the CoroFlowGAS module. Developed and maintained by Alpha XP.
Everything included
- Latent Blueprint nodes from C++ coroutine UFUNCTIONs, with automatic lifetime tracking
- TCoroutine<T> with results, ContinueWith, Wait and cancellation
- Game-thread awaiters: next tick, ticks, seconds (game, unpaused, real, audio), predicates
- Thread switching: game thread, UE::Tasks, named threads, thread pools, new threads
- Async loading of objects, classes, primary assets, bundles and packages
- Async line traces, sweeps and overlaps
- Timelines and per-tick time budgets
- WhenAny, WhenAll, Race, awaitable events and semaphores, generators
- Directly awaitable engine delegates, UE::Tasks tasks and futures
- HTTP, animation montage/notify and AI move/pathfinding awaiters
- Optional Gameplay Ability System module (requires the GameplayAbilities plugin only ifβ¦
- Gameplay Debugger category with console variables
Platforms
Requirements
- Unreal Engine 5.8
- Develop on Windows (Win64)
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key β 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0Latest
- Unreal Engine 5.8
- Blueprint and C++ API, HTML documentation
Be the first to review CoroFlow β reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal β One non-commercial project. Commercial β Ship paid products. Extended β Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes β paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
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