Why should judging the class of hit result casting to other BP, instead of cast to other BP directly

In below official course, it realizes the function that when i click the shaderball, the shaderball changes color.

I don’t know why it needs to judge the class is child of BP shaderball? To avoid extra performance overhead?

To avoid extra performance overhead?

In this isolated scenario it seems to make little difference. Someone thought the comparison would be more efficient than casting mayhap? A force of habit?

There’s probably a couple of scenarios involving a more complex inheritance where additional checks could be desired.