Stream Audio Via TCP

This is unfortunately not possible without adding functionality to USoundWaveProcedural and UOVRLipSyncActorComponent.

Both classes are used in different threads, so you would have to ensure that accessing USoundWaveProcedural::AudioBuffer would not cause any race-conditions.

You could for example make a copy of USoundWaveProcedural::AudioBuffer which could be accessed from the game-thread