Useless skeletal mesh cost on server side

Hello !
My game is a multiplayer game, running with a dedicated server.

My question is simple :
In my world, I put some “useless” skeletal mesh (for the level design) like the sail of a boat (it is a decor, not usefull for gameplay and not moving), or a dog that is sit and play an idle animation everytime, etc…
All these meshes are not usefull for gameplay, and I am sure that the server “take care” of it.
Is there a way to make the server completely ignore this mesh in order to not take his CPU for it ? I can’t remove them, since otherwise I will not have collision anymore. But can I check something on the skeletal mesh in order for the server to see it like a static mesh and don’t care about the animation of the skeletal mesh ?

Thank you for your time !
All the best

you basically need to have an actor that uses a static mesh on the server. Actor replicates. Spawn it on the server. Then use conditional logic on begin play to set a skeletal mesh on clients. Unset the static mesh on clients.

Is Server (Branch)[False]: do this on all clients…