Great stuff! Everything everybody said here is correct.
We’d like to add sample-accurate timing via BP in the future with some sort of new component which allows you to schedule events to a specific sample-accurate clock at the cost of a bit of overall latency. This isn’t done yet, but is definitely something on our roadmap to solve.
However, using the methods described here, unless your framerate is super spikey/jittery, we’ve found you can get pretty far even if using the game thread as a sequencer/timer. The biggest practical issue with game-thread timing imo, is issues like application tabbing (tabbing in and out of app), and in windowed mode, when you drag a window it pauses the game thread. Any procedural audio dependent on that is going to get jacked. But normal “gameplay” is fine.