Cannot Change SphereCollision's Radius

to be honest your initial code looks correct

I tested it myself with a normal sphere component and it works as you would expect

.h:
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "AnswerHubAnswersCharacter.h"
#include "CharacterWithSphere.generated.h"

class USphereComponent;

UCLASS(config = Game)
class ACharacterWithSphere : public AAnswerHubAnswersCharacter
{
	GENERATED_BODY()

public:
	ACharacterWithSphere();

	void BeginPlay() override; 
protected:
	UFUNCTION()
	void OnInteractorBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
		UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
		const FHitResult& SweepResult);

	UPROPERTY(VisibleAnywhere)
	USphereComponent* SphereComponent;
};

.cpp:

#include "CharacterWithSphere.h"
#include "Components/SphereComponent.h"

ACharacterWithSphere::ACharacterWithSphere()
{
	SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("USphereComponent"));
	SphereComponent->SetupAttachment(RootComponent);
	SphereComponent->InitSphereRadius(500.0f);
}

void ACharacterWithSphere::BeginPlay()
{
	Super::BeginPlay();
	SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &ACharacterWithSphere::OnInteractorBeginOverlap);
}

void ACharacterWithSphere::OnInteractorBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, 
	int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	UE_LOG(LogTemp, Warning, TEXT("So Overlappy!"));
}

The only thing i changed is move the registration to the overlap into the BeginPlay
had strange behavior in the past when I had that somewhere else.

So either your UInteractorComponent is doing something strange, or the radius is changed somewhere else.