Change pawn tick interval if actor was rendered in multiplayer game

What I’m trying to achieve:
When an enemy’s pawn is not seen by anyone, I change the tick interval to a high value to optimize performance.
I need to check if the actor was seen by any player on the map, I created a timer in the begin play to check this
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The event is scheduled to run on the client and pass to the server whether it was rendered itself and who saw it.

On the server I add it to a map and then I check if anyone has seen it.

The problem is that on the client the enemy does not belong to it so the event on the server is never called. Is there another way to do this?