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Data type memory registry and network bandwidth footprint

I decided to change a lot of variables from floats to integers because they have less memory footprint which in my mind would allow more data transferred within packets to and from servers. BUT I notice there are a lot of extra things like clamp min and max values for ints, and sliders and various other information that goes with the variables.

Is there a way to get rid of redundant data stored with the variable itself? Does the compiler automatically handle this? If so, how can we optimize what we do in editing practice to cut more redundant data? For example, if the compiler does not store clamp values when they are left blank, we would opt for leaving those spaces blank to save redundant traffic from the network.

Is there any way to measure network footprint of specific blueprints or parts of a blueprint?

Sorry in advance for abusing the forums because I know that there are tools for this which I lack the experience to know how to use them, still I think any answers could help blueprinters to write better code and have less lag in their online games.

Product Version: UE 4.15
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asked Apr 05 '17 at 05:50 PM in Blueprint Scripting

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