Multisphere traces are overkill for detecting actors in a spherical range. It’s basically a line trace with a radius. It’s more work for the CPU and it’s not the most elegant way either so I think you’d be better off doing this differently. Here’s what I do for my pickups.
What you want to do is use a collision component and the OnComponentBeginOverlap/OnComponentEndOverlap events to detect when things come within a certain range. When you get the begin overlap event, check that the actor is a type you can pick up, and then put it in an array of “NearbyItems” (use AddUnique just in case so there are no duplicates). On end overlap you want to remove the actor from the list of nearby items.
Then you always have a running list of things in range.
It can be hard to use the existing collision components to get nearby items in a 2D radius. To do this, I use a box collision component for detecting the overlaps. When I go through the list of nearby items, I ignore any items further away than 1/2 the length of the box side. That way the character can pick things up in a 2D circle around himself.