[Question/Problem] Bad FPS count in matinee

In the Fight matinee demo , i have created a HUD blueprint class to print and get the FPS / MS / Max Fps… (In version 4.7 using the 4.6 version).
I get the delta from the game mode and store in public var and in the level blueprint i used a command to cap the fps count.

Then in the HUD i print the fps & ms and more, but my fps count is different of the “stat fps” count, and in the slowmo scenes i got a 900FPS.

Any idea about how fix or what i need to change ?

https://dl.dropboxusercontent.com/u/28070491/UE/Forums/AImageSetup.png
https://dl.dropboxusercontent.com/u/28070491/UE/Forums/BImageSetup.png

The reason this is happening is because of the time dilatation, what I use in such cases is to use my own delta time that I compute using GetRealTimeSeconds() which is not affected by it not by pausing.

Another way of getting the not modified delta is to divide it by the current dilation, divide by zero omitted though:

NewDeta = Delta / GetWorld()->GetWorldSettings()->GetEffectiveTimeDilation();

Okay thanks you, i going to try that.