How to setup an accurate timing minigame

Hi,

Im trying to setup an accurate timing minigame in my game. I have it partly working but there’s an issue that when the cpu goes under load it goes out of sync.

This is my current BP script for handling the timing - http://prntscr.com/hyqmsk

For a rough idea of what it should look like I recorded a video of it working without going out of sync here: PTA Timing - YouTube

You can see when I manage to get the timing right the bar at the top degrades.

At the moment it is set to work at 120BPM so it should become “hittable” twice a second. I’ve set the timings for the delay according to my animation for the square that’s travelling across the line. In my player controller, there is the code for handling a hit where when T is pressed it checks if its hittable and then handles if it is or isn’t hittable

http://prntscr.com/hyqo50 BP for that is here.

I was wondering if there’s a better way of handling this, I thought of using delta time but wasn’t sure how I’d implement it.

Thanks for any answers ^^

Hi, try this:

It is possible to get server time with game state ^^