This gives MidiProcessor access to the game world, so that it can access game time rather than platform time, where that's preferred.
This allows correct triggering of events where rendering is not in real-time, particularly for video recording at large frame sizes. (I'm recording a sequence in realtime, then rendering to video at 8k at about 1fps.)
I'm not 100% sure on the API, especially the name of the UseRealClock option which is exposed to Blueprint. However, by default it behaves exactly the same as the current master version, so it seems pretty harmless.
This gives MidiProcessor access to the game world, so that it can access game time rather than platform time, where that's preferred.
This allows correct triggering of events where rendering is not in real-time, particularly for video recording at large frame sizes. (I'm recording a sequence in realtime, then rendering to video at 8k at about 1fps.)
I'm not 100% sure on the API, especially the name of the UseRealClock option which is exposed to Blueprint. However, by default it behaves exactly the same as the current master version, so it seems pretty harmless.