# Change pawn tick interval if actor was rendered in multiplayer game

**URL:** <https://forums.unrealengine.com/t/change-pawn-tick-interval-if-actor-was-rendered-in-multiplayer-game/1899602>\
**Category:** Programming & Scripting\
**Tags:** tick, unreal-engine, pawn, Blueprint, question\
**Created:** [June 11, 2024, 10:36pm UTC](https://forums.unrealengine.com/t/change-pawn-tick-interval-if-actor-was-rendered-in-multiplayer-game/1899602 "2024-06-11T22:36:53Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![day1ks](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@day1ks](https://forums.unrealengine.com/u/day1ks)\
**Post date:** [June 11, 2024, 10:36pm UTC](https://forums.unrealengine.com/t/change-pawn-tick-interval-if-actor-was-rendered-in-multiplayer-game/1899602/1 "2024-06-11T22:36:54Z")

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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  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/2/2/722d9ae15709404cb7660f0070d8ec0992c2bb5f.png)

The event is scheduled to run on the client and pass to the server whether it was rendered itself and who saw it.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/5/f/b5f8b9a7c57ab61cab3a3e907c2bf028c85a7b57.png)

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

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/6/f/06f63ccf3a153a9410d65489f1f7296b5c6bc671.png)

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?
