I'm finding the timing functions in ut2004 are consistently inaccurate... Roughly there's a 10:9 ratio between unreal deltatime and time measured by external hardware. Thus if the unreal log says 100s elapsed, i would measure about 90s on a stopwatch.
Is there any way to access real timing in unreal script? If the headers were released I would have a go at building a native function, but obv that's not an option.
Is there any way to access real timing in unreal script? If the headers were released I would have a go at building a native function, but obv that's not an option.