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Unreal Engine C++ API Reference > Plugins > AjaMedia > UAjaCustomTimeStep
Syntax
UPROPERTY&40;EditAnywhere, Category&61;"Genlock options", Meta&61;&40;EditCondition&61;"&33;bUseReferenceIn"&41;&41;
bool bWaitForFrameToBeReady
Remarks
If true, the Engine will wait for the frame to be read. This will introduce random latency (the time it takes to read a frame). Use this option when you want to synchronize the engine with the incoming frame and discard the buffered frames.
If false, there is no guarantee that the incoming frame will be ready since it takes some time to read a frame.
This will not work as intended with interlaced transport because both fields are processed at the same time.