FTime: optional double precision floating point for time

I’ve submitted a pull request that introduces optional double precision floating.

This pull request introduces a new UHT compatible type called FTime, with the aim of solving the game time precision on a case by case basis in a similar fashion to LWC’s FReal.



// Works in BP as well!
FTime CurrentTime = GetWorld->GetTimeSeconds();
CurrentTime += FTime(1.0/30);

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