Send Vectors as Rotators over network to halve bandwidth!?

I’ve read some stuff on the internet about bandwidth optimization, and some other replication settings in Unreal 4 give hints about this as well.

There is a setting to reduce the number of decimals to remove when broadcasting variables (when working with Float). I’m sure you can apply the same kind of logic to rotation and vectors.

You can even turn them into integers for testing purposes.

But I don’t know what impact it can have. I tried to think about the impact while writing this and did not come up with something relevant aside from “clunky rotation on clients”.