Isn't this kind of like simply putting the data structures from the first Unreal Engine (which I believe used BSP), into the latest one? For the game you appear to be building, this appears to be rather unnecessary, even for authoring purposes. Even the Nintendo Switch 1, which is being phased out, might not necessarily benefit enough performance-wise to overhaul these core systems.
It's not a BSP, it's volumetric data (this is in the actual article). Just off the bat I get aerial navigation "for free" without having to hand-place regions, and a secondary collision-query for bullet-hell that's much faster than Chaos, which was a huge perf regression in UE5 from PhysX (which already wasn't great).
Additionally, there's productivity + rapid iteratoin. Trying to build interiors with Unreal's built in drag-out-an-actor-at-time interface is too laborious, and the built-in automations (Construction Scripts, Blutilities, PCG) are impedance-mismatched for constructing interiors quickly.
I don't think I quite understood what you are trying to accomplish that is distinct from what 90s BSP engines like Unreal 1, Quake 2, and Source were doing?
Are you trying to do convex spatial partitions for 3d pathfinding in the air?
I did an indie VR starfighter game Rogue Stargun (https://roguestargun.com) and quite honestly intermittent navigation raycasts from the enemy ship AI is sufficient for this sort of stuff.
The bullets all run on the main thread on mobile hardware and so does all the AI. It's not optimized and I have yet to witness CPU bottlenecks being the main cause of frame drops.
Your game looks simple enough and is on the PC platform... I suspect you may be optimizing for the wrong thing.
How is it that you are running into cpu limitations for raycasts in a bullet hell game with UE5 to the extent you built this?
I wrote a VR game that has hundreds of bullets running at 72 fps on Quest 2. Never went multithreaded and never actually encountered FPS drops due to CPU limitations
Can't tell you wo a profile, but I assume your content was as complex as a full byzantine shooter map. I've also got large enemy squads, so there's an M×N issue.