Trying to implement LIDAR / Point Cloud graphic features, new to UE4 and game engines

Using an instanced static mesh might work well, though obviously the tri count is the concern (90k * 8 verts per cube = total vert count for the LIDAR mesh, none of it will be culled due to how instanced meshes work) but it’s worth a shot. I use instanced static meshes for people in stadium seats (just planes, so 4 verts) and while my count isn’t 90k it’s definitely in the tens of thousands and my framerate impact is negligible with simple shader instructions (matte color, unlit).