I guess the question seems kind of silly, of course a trace is going to be super low resource intensive, my thinking was that Epic probably optimized the heck out of the components like collision spheres and spring-arms, and using them would piggy back off their components rather than trace every frame or .2 seconds or do some math.
@franktech I’ve only done three iterations or so, but my setup working from something like the 3rd person pawn example is like…
Capsule
-Mesh
–CameraSpringArm
—PawnCamera
----DetectionSpringArm (arm length = max detection distance)
-----DetectionCollisionSphere (collision channel tuned for my interactable actors)
In that last collision sphere I use the On Component Begin/End Overlap events, check if my other actor has a tag I want (even though it won’t collide with non-interactables thanks to collision channels, I double check), check if this actor is already the subject of our focus, and if so I keep/toggle on my post process effect or change crosshair colors or do whatever magic. If the player is still and mouse not moving, and an object were to pass by, the “detection springarm” shortens (it’s collision is with visible objects), the “detection collision sphere” gets overlapped if the object is in it’s collision channel and highlights or doesn’t accordingly.
I’m still learning, maybe it’s totally goofy, I was just wondering and this is about best practices, and I’m all about avoiding the Noid-err I mean Tick. FunFact You can disable scene components individual Ticks too