| float GetRoundTripMinLatency(UObject* WorldContextObject) | FinalNative+1 flags | | 0x0C |
| float GetRoundTripMaxLatency(UObject* WorldContextObject) | FinalNative+1 flags | | 0x0C |
| float GetRoundTripAverageLatency(UObject* WorldContextObject) | FinalNative+1 flags | | 0x0C |
| UQuartzClockHandle* GetHandleForClock(UObject* WorldContextObject, const FName& ClockName) | FinalNative+1 flags | | 0x18 |
| float GetGameThreadToAudioRenderThreadMinLatency(UObject* WorldContextObject) | FinalNative+1 flags | | 0x0C |
| float GetGameThreadToAudioRenderThreadMaxLatency(UObject* WorldContextObject) | FinalNative+1 flags | | 0x0C |
| float GetGameThreadToAudioRenderThreadAverageLatency(UObject* WorldContextObject) | FinalNative+1 flags | | 0x0C |
| float GetAudioRenderThreadToGameThreadMinLatency() | FinalNative+1 flags | | 0x04 |
| float GetAudioRenderThreadToGameThreadMaxLatency() | FinalNative+1 flags | | 0x04 |
| float GetAudioRenderThreadToGameThreadAverageLatency() | FinalNative+1 flags | | 0x04 |
| bool DoesClockExist(UObject* WorldContextObject, const FName& ClockName) | FinalNative+1 flags | | 0x11 |
| UQuartzClockHandle* CreateNewClock(UObject* WorldContextObject, const FName& ClockName, const FQuartzClockSettings& InSettings, bool bOverrideSettingsIfClockExists) | FinalNative+1 flags | | 0x40 |