[Networking] Synchronized time across server and all clients?

Hey guys,

So in order to implement some networking techniques, such as client-side prediction, I need an accurate way of time-stamping messages sent from the server, and comparing them to a synchronized clock on the receiving clients. Because discussions of this usually relate to much lower-level implementations, such as discussing packet-by-packet, I would have thought that UE4 had had its own methods, such as a way of getting the time, as a client, which is automatically synchronized with the server every x ticks.

Any ideas?

Thanks.