Performance gain from using bUseOverlapCheck in CollidingActors()?

It states:

“bUseOverlapCheck uses a sphere vs. box check instead of checking to see if the center of an object lies within a sphere”

Doens’t mention whether this is any faster though. I would assume it would be, but would be great if someone could clarify.

I don’t know for sure but I would expect the overlap to be more expensive.
checking if a coordinate lies within a sphere is simply a matter of checking if the distance is greater than X, while a box check will have to do some more calculations to determine if it’s within it