Replication of the floor (base) on which the character stands

Hello dear developers.
Recently, I started actively using Unreal Insights to debug my online game. I noticed that the server is sending very strange information that comes from the character. This data can be UStaticMeshComponent, USplineMeshComponent, or something else.
I found out that this data is the floor on which the character stands.
I went to study the source code to understand what this is for, and I realized that this is required for the smooth movement of the character if the floor moves or rotates.
But I don’t understand why to replicate this information constantly when the character stands on a STATIC surface?
I tried to find how to disable it or specify which objects can be dynamic, but I didn’t find it.
Unreal Insights tells me that each base replication requires ~ 400-500 bits. This is a lot!

At the moment, I have disabled the collision for all StaticMesh surfaces in my game and added a Blocking Volume on top, because almost every step of the character forces a new surface to be replicated, because the floor in my game consists of many modular pieces, like tiles.

If someone knows how to disable this, please let me know.