Which is faster bind/unbind events or switching collision

I know, that switching collision takes some time and it is rarely changes the same tick change function is implemented.
For example if I need to switch off collision for a capsule to make character go throgh wall, it’ll have to wait for at least one tick before it can actually go. Same with overlaps. But how fast does binding unbinding works? Is it faster, can I bind event to overlap and not wait any ticks untill overlap occures?

To be precise, I have a sphere, which on overlap damages actors. The sphere is always persistent, but it damages only on certain player actions during certain amount of time (during roll for example)

There are two options:

  1. Switch on and off overlaps with Pawns, thus making this shpere damage them or not
  2. Bind and unbind damage events.

Wihich is faster?

I am making it in c++, but I guess in blueprints it is the same, so, yeah.

I would think disabling collision would be the fastest as you don’t have to do any calculation for the ticks its off. If you don’t want to do this I would suggest adding a simple boolean value instead of unbinding and binding events.

Thanks for your answer! Yes I know, that collision tracking is more resoursefull and has impact on overall performance, so disabling it would be preferably, but what I want to understand which action is actually takes less time - switching collision, or binding/unbinding.
I might use boolean, though, instead of bind/unbind, it for sure is faster.