The trace was expensive because I was trying to do it all in one tick, but I found a macro on the forums that allows a for-loop over multiple ticks. That allows me to lose minimal (i.e. unnoticeable) performance when I do the “ping”. So I don’t think that’s the hold up.
From what I’ve found online, it seems like “Draw Debug Point” is an inefficient drawing/rendering method, so I think that’s where the hang up is coming from.
Thanks! I’m optimistic it can be solved. I’ve seen it done before in real-time with jMonkeyEngine, so I’m sure UE4 can handle it. I just don’t have enough 3D graphics or game engine knowledge…