The framerate drops significantly when the number of LIDAR scans is large. Consider batching the line trace queries or find a way to parallelize them.
Currently all such queries are executed in the main thread. Locking issues may exist as the raytracing locks the Unreal World.
The framerate drops significantly when the number of LIDAR scans is large. Consider batching the line trace queries or find a way to parallelize them.
Currently all such queries are executed in the main thread. Locking issues may exist as the raytracing locks the Unreal World.