What is the current state of Box2D physics in Unreal Engine?

I searched a bit on the Web, and the latest reliable thing I found about Box2D was from 2014.

So: what is the current state? Is it still experimental? I can’t find any documentation about it.

What exactly happens when I check the “Enable 2D Physics” checkbox in my project settings? Will it use it? (The Tooltip says it CAN use it)

Will all objects that are simulated in any plane be simulated with 2D physics or do they have to use a specific constraint mode (like XYPlane)?

Will it simulate 3D Mesh assets that are constraint to XYPlane, or can it only simulate Paper2D sprites?

I’m looking forward to some answers!

Back than in UE 4 at some point this switch was functional. As of currently, for UE 5.8 I tried to search in the source code for the usage of ths settings and found really nothing.
In source there is a file PhysicsSetingsCore.h. There in the correspoinding class UPhysicsSettingCore is the property named bEnable2DPhysics. And though the setting is present in the editor. I didn’t find any references in the code for it to be responsible for something. I also found some references to the Box2D license. It seems that at some point the Box2D library were integrated into the Unreal and currently is the innate part of it. And this setting just became obsolete.

It would be cool, though if we had new Box3D library integration as an option