Call the current quartz clock triggered by the current level sequencer via the playercharacter

Hello,

I’m building a rhythm based system currently that can track how accurate the player triggers an action against the bpm of the music. Think DDR or Guitar Hero with the “perfect”, “good”, and “miss” grading system. I’ve got that working now as a function within the player character that calls the clock on our initial level. But here’s the real question that I can’t figure out…

The clock is triggered via a level sequencer. If I want each level to have its own clock and sequencer, how do I tell the player character to call the current active clock? I can’t set the handle name since each clock is completely different.

Or… is the better way to do it to set a clock and name it, then within the sequencer itself for the level change the beat per minute?

Thanks! Hope this makes sense