Overlap takes place as collision volumes occupy the same space, not on contact.
A “Hit Location” isn’t given because it would be a ‘volume’ rather than a point location.
–
Solution.
Duplicate the Overlap volume as a Hit volume of a slightly smaller scale (disabled collision by default)
On the Overlap, enable the smaller volume’s collision and trigger a ‘growth’ in relative scale using [x] Sweep.
It will eventually ‘Hit’ the same object that overlapped the original, and will have a hit location/normal to use.
–
If precision is important (must hit an external point) - you can use the normal and the hit location to solve for a vector pointing back at the colliding object…
Tracing in on that vector to the “Overlap” volume to find the point it would have hit on that volume.
(^ this part may not make as much sense as it does in my head, I’m caffeine deprived)