GNet: Too many TGNetObjects?

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Is there an upkeep overhead associated with many TGNetObjects in a game - even if they aren't being changed?

I want to have many level objects in my game have their own TGNetObjects - it greatly simplifies the code. I know this will slow things down network wise when a new client enters the game and leaves the game - but if these objects are in the game but not being updated, do they cause any data transfer?

The other, more complicated options that don't involve persistent TGNetObjects, all suck :p So I'd hope I can avoid it.