You can use QUICK_SCOPE_CYCLE_COUNTER and get time values in the UE4 profiler.
However, 100K Ray traces is never going to be performant. Even if you Async query them, that’s just a TON of work for PhysX to handle. If this is a meant for realtime, you may want to look at a compute shader or finding a way to better cull out objects before you attempt to fire a ray.