float * OwnerLastRenderTime
Pointer to the last render time variable on the primitive's owning actor (if owned), which is written to by the RT and read by the GT. The value of LastRenderTime will therefore not be deterministic due to race conditions, but the GT uses it in a way that allows this. Storing a pointer to the UObject member variable only works because UPrimitiveComponent and AActor has a mechanism to ensure it does not get deleted before the proxy (DetachFence). In general feedback from the renderer to the game thread like this should be avoided.