[Optimization] Multispheretrace by channel low fps

Hey everyone!

I’ve just create a blueprint class that can search a wood foliage around it with a multisphere trace by channel. After getting my hits foliages, the unit move to him if it is a tree. It’s working fine but if i have to create a big sphere radius, it will return many hits (all the foliage) and cause freezes. If the sphere have a small radius it is not freezing.

Here is the blueprint: (after the do once, this is a branch condition who execute code if the hit component is tree 1 or tree 2…)

Can anyone help me to optimize this blueprint?