Most of our SK code can be rewritten in C++ or BP.
However I’m struggling with the idea on how to deal with replacing coroutines.
My best bet would be to dig deeper into UE async framework, but there’s a lot of ground to cover.
Possibly some variant of nested AsyncTask on gamethread with lambdas.
However to have a proper ‘race’ or ‘sync’ substitute we would have to have an ability to cancel the async task. Not sure how to do it, or which async UE class has ability to abort.
Any ideas ?