When I look @ Ogre3D, I can control the game loop, in fact, I can write my own, and then call “render”. Under normal circumstances I need unreal to behave like a normal game engine - v-synced, animation timer etc. However - and this is important - I need to run my simulations as fast as possible and headless where I take each rendered frame and save to file. Is this possible or what can’t be done? Clearly, this would probably have to be done on the C++ side, I don’t have a problem with that. Any advise appreciated.
M