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

Thanks for the replay, that was a great idea. The macro was super helpful!

Check it out in action (from left to right in that little area: bush, chair, UE4 material previewer, rock):


I’m getting happy with the resolution of the effect, it’s starting to look promising on complex geometry:


Now I just need a way to efficiently render the points. My ideas are:

  1. Instanced Static Meshes. Instead of using a draw debug point, I could use an instanced static mesh of, say, a small cube. From my understanding, using an instanced static mesh is efficient because it doesn’t create a new instance every time the mesh is drawn. Is this feasible, and if so, how to implement?
  2. Procedural Mesh Generation. Could it be possible to take the points of projection in 3D space, store them in an array, and create a single mesh using the projection points as vertex points? Would it then be possible to display that mesh as just vertex points?
  3. Sprites? Aren’t 2D graphics less expensive than 3D graphics? Can I simply display a 2D square at each point? It’s essentially what I’m doing now, but I’ve read that the debug points are an expensive process.

Any help, ideas, insight, or examples?

Thanks in advance.