I use that for determine when an actor is occluded (Worldinfo.Timeseconds - LastRenderTime) and works fine with pawns.

But for others actors (extending from Actor directly) the LastRenderTime value is the same that the Worldinfo.TimeSeconds value.

if the actor is occluded it does not affect.
if I do a sethidden it doesn’t affect it either.
if the actor is spawned a while after the start of the game, it does not affect.
Always LastRenderTime value = Worldinfo.TimeSeconds value.

This is normal or there are some actor property or function to call to make this work?

Using this is a good way to know if an actor is occluded. The other way is doing fastraces but it’s slow.