# LightAct Custom Time Step

Setting up **Custom Time Step** allows LightAct to control Unreal's render cycle.

{% hint style="info" %}
**Good to know: Custom Timestep** feature in Unreal is closely related to (and mostly used for) **Genlocking**. We use these terms interchangeably.
{% endhint %}

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To do that, create **a new Blueprint Class Asset**.

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In the *Pick Parent Class* window that appears, type in *Timestep* in the search box and then select **LightActTimeStep**.

Name the new asset any way you want, but remember the name, as you'll need it soon.

## Enabling LightAct Time Step

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In the **Project Settings** window, type in **TimeStep** in the search box and then in the **Custom TimeStep dropdown**, select the **actor** you created in the previous step.

### Monitoring Genlock

![](https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-21855f176f32e981cf8a1e6381b6c861eec3e5bb%2Fimage.png?alt=media)

You can view the presence of a genlock signal (Custom Timestep) if you open **Genlock** window.

You can do that by going to **Window -> Developer Tools -> Genlock**.

<figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-793c36da0a7e0b4e15663ef8023d451ee121a139%2F240424-Genlock.png?alt=media" alt=""><figcaption></figcaption></figure>

You can also use **stat fps** and **stat unit** console commands for some additional information.

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