Cost of Actor Replication

I am working with a procedurally generated world in a networked game, so the best way to spawn all the meshes in the world is to just set everything to be replicated. For the most part, after the objects are spawned, nothing will change with them for the rest of the game.

A couple questions:

  1. What is the cost of a replicated actor that isn’t changing? I imagine on the client the cost is 0, but I’m worried about the server constantly checking to see if the actor needs to replicate. In the network profiler, I can see thousands of calls for replication with 0 bytes of size, but I don’t know what that actually translates to performance wise.
  2. What is the best way to deal with this situation? Is it best to just set the net update frequency to something really low? Will that affect the spawning of objects on clients, or will the objects always be replicated when a client joins? Net relevancy super low???
  3. Is it possible to have something replicate only to spawn the actor and then be ignored forever afterward?

maybe this’s you wanted:

the above link no longer works… :frowning:

Check out the “Network Compendium” by eXi