// Copyright UnexGames 2025. All Rights Reserved. #include "ThreadPool.h" bool UThreadPool::Create(uint32 InNumQueuedThreads, const FString Name, EThreadPriority ThreadPriority, uint32 StackSize) { Obj = MakeShareable(FQueuedThreadPool::Allocate()); const bool bResult = Obj->Create(InNumQueuedThreads, StackSize, ThreadPriority, *Name); if (bResult) { return true; } else { Obj = nullptr; return false; } } int32 UThreadPool::GetThreadsNum() { if (Obj.IsValid()) { return Obj->GetNumThreads(); } return 0; }