High bandwidth usage with no objects in the scene

This has been troubling me for a while. I spend a great deal of time optimizing my network traffic, but when profiling, I notice that UE4 itself is using up a a ton of network bandwidth. Obviously some network traffic is to be expected, but this seems excessive. As well, the higher the network tick (regardless of if I’m sending data or not), UE4s usage goes up. UE4 seems to send an amount data each network tick.

When profiling a blank project with a blank level, doing PIE with 2 players on a dedicated server (attached), I see that each frame has Outgoing bandwidth of ~150 bytes, which at 100 hz is 15kB/s, or 120kb/s. You might think its not a lot, but it scales up with adding more users.

The properties/RPC tabs are all but empty, with no network traffic (makes sense, the scene is blank). AFAIK, there is no indication of what that traffic is.

I was wondering if anyone could shed some light onto what this latent traffic is, and if/how I could reduce it.

link to profile file (not allowed to attach .nprof file type):

Let’s see a sample of what you have replicating on event tick

How do you mean? The only ways I know how to profile the network is by doing “netprofile enable” then “netprofile disable” to generate a .nprof file, which looks as shown above. Then there is “stat net”, which shows similar readings to the profiler, but a little less verbose. Are there other ways to profile that I am unaware of?

In the above example, the tabs “All Actors”, “All Properties” and “All RPCs” are basically blank. This is a blank project and blank level, I am replicating no variables, no actors, and sending no RPCs myself.

Any ideas/hints? I think it would be awesome if I could control this latent bandwidth usage in some way, or at least some info on what it is.