What I would do is create a blueprint that holds a function to ray trace around and returns a vector3 location and a manager level blueprint that call those function on that smaller blueprints one by one to prevent them to tick together or ray tracing at the same frame. At the end, the manager could spawn a new blueprint based on the vector3 output of the function. This way you can prevent performance spikes created by dozens of actors ray casting spawning at the same frame.