Line Trace Algorithm?

I have a line of sight system that I’m trying to optimize, currently the player fires out multiple line traces in a 360 degree angle to form a circle, the line trace then draws on a texture that I use in my post process to visualize the line of sight for the character.

this works fine for me but it is pretty expensive as it has to fire a ton of traces every tick.

There are systems I’ve seen online that have a edge detection algorithm for the line trace that eliminates the need for so many traces and fires out the ones that are essential.

[Example][1]

I’ve also seen some documentation online about this but its all in code and I only know blueprint.

[Documentation 1][2]

[Documentation 2][3]

The second article states that the algorithm is

1.Calculate the angles where walls begin or end.

2.Cast a ray from the center along each angle.

3.Fill in the triangles generated by those rays.

The code I currently have from [this tutorial][4]

What I have currently

316854-download.png

What I would like to achieve.

316855-download-1.png

I know this is probably a lot to ask for but any help to put me in the right direction would be appreciated thank you!

bump‎‎‎‎‎‎‎‎‎‎‎‎⠀⠀⠀

Using the EQS Environment Query System could be useful for you. And in combination with that, I found This link on Github.
This looks like it’s exactly what you are looking for. It’s for 4.21, but you might give it a try.

Thanks! I’ll try and elaborate on this system