If Event Tick fires every frame, why isn't a 60FPS timer fast enough?

I think you meant to say “Stop Ticking Actors from ticking BY adding a bool”

Okay, so it’s good to know that tick itself doesn’t actually add any overhead, but your answer (as nice as it was) is missing the point of my question. I was trying to understand WHY Event Tick seems to work better than a timer for processes that require a faster update.
As I said in my example, if my game is capped at 60FPS, then my Event Tick is only going to update 60 times in 1 second. Mathematically, you would assume that setting my Timer to loop at 1/60 (0.0166) would give the same result, but it doesn’t. THAT is what I’m trying to understand.