How to stop Delta Time from being Clamped

I am doing some custom rendering and have noticed that if the time between frames exceeds 0.4 seconds, the value is clamped which throws off everything. Where in the engine do I need to modify to prevent this clamping?

I know this is old but for all who find this and need an answer.

check:

Changing this in LevelTick.cpp

// Clamp time between 2000 fps and 2.5 fps.
DeltaSeconds = FMath::Clamp(DeltaSeconds,0.0005f,0.40f);

To

// Clamp time between 2000 fps and 30 fps.
DeltaSeconds = FMath::Clamp(DeltaSeconds,0.0005f,1/30.0f);