This is basically a repost of my question, that I posted in the Answerhub. get accurate Input time for rythm game - UE4 AnswerHub I just hope that I have more luck here.
I’m trying to build a rythm game and would like to have the measured time at wich an input occured or a gamethread/tick independent function with a more stable update time.
I’d try to work with “get accurate real time” function since the partial seconds seem to be very accurate. The full seconds don’t seem to be so on every system https://youtu.be/t7aL5GRXOfc?t=361 Best would be a build in timer ofcourse ^^
My problem with the unreals inputsystem is its perfomance orientated solution. It updates with the tick time, wich I’d like to avoid, because I don’t like to force the user to have the best hardware to get compairable results.
By now I’m using Fmod as a sound engine. The “Get Timeline Position” function seems to be accurate down to a millisecond. I can’t tell how accurat that position is to what the user is hearing, but it has an easy interface.
I learned alot in blueprints and now I’m trying to learn c++. Asynchronous functions or multithreading sounded like a good idea, but I’m far from getting that from running. But before I burn my time trying to achiev something that might has an easy solution, it seemed like a good idea to ask here
I’d be grateful for any idea.