Collision begin/end overlap performance question

I was wondering, how performance heavy the begin, end etc. overlap events are? As I understand, volumes with those events must perform collision check every single frame to work properly. So let’s say I have level with many (more than 100) instances of a blueprint actor that consists of just simple box volume with begin overlap event, leading to something very simple (print string). Will all those events have heavy impact on performance? Would it be better to transfer those events to c++?