Integers VS Floats & Performance in Blueprint

I have a question regarding optimization & performance. What sort of performance difference does it make when using an integer instead of a float when applicable? Considering that most hardware required to run the mininum of anything made in UE4 should be somewhat capable hardware (I am assuming, the creation is made to run on at least that hardware).

For example if I am setting a small variable that has say 3 or more states like -2,-1,0, or 1, common practice would be to use an Int correct? But so far what I have noticed is that in order to use that variable in a conditioned statement (which you normally do at some point) you have to convert your int to a float. So how much of a difference does using an int instead of a float from the get go really make if you have something you are constantly switching?

Please excuse my ignorance, thanks.

I’m almost certain that both ints and floats are 32bit in Blueprints. For access to the 8 & 16bit versions of int you would need to use your own C++ code.