Fog of War Replication

I’m going to develop a multi-play PVP game. Using the Unreal Dedicated Server
Like LOL or Starcraft, I want to ignore the replication of actors inside the fog of war to handle Position infos only on the server. (Hidden skills, bushes, etc.)
Is there any other way but to handle it in AActor::IsNetReleventFor? AActor::IsNetReleventFor is called once a second and feels like it is out of real time.
Thank you.

you can overload AActor::IsReplicationPausedForConnection