Exporting a simple level to android have a huge size

Hello friends.
I have a problem with the size of the apk file, exported from UE4.
the level is so simple but the size is really big.
why is that ??

Is this with a blank project (no starter content, or bare template files only?)
Are you packaging with all of the texture formats Android (ALL) vs Android (ETC2) [Or which ever texture compression your phone uses]

There could be multiple reasons:

  1. Don’t include starter content (or if you do mobile version only, still will be a little large though)
  2. Materials (particularly textures) can quickly balloon the apk (if you include all texture formats in one apk), try only working with one texture format at a time especially when developing (when deploying/shipping you can different version depending on devices to keep it smaller).

Hello,
I have the same question. Why the produced package is so big?
I used mobile starter content and created a simple scene with several walls. The .obb file is more than 350 MB, it was only ATC build.

textures in the starter content take up at least half of that 350mb.
delete everything you don’t use in your game. the textures you do use, double click, look for something like max size and change it to 64 or 256 or something small.
in a packaged android game the engine takes around 35mb, then there is 30-40mb that comes from nowhere, so you have to keep your game content as small as you can.
also package ETC1 only, all android devices (in theory) can run that.

hopefully epic are working hard on reducing the size in 4.8

Try to reduce the texture size in "DefaultEngine.ini " located @ “[PROJECT]…/Config” by adding/replacing these line


[SystemSettings]
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=256,LODBias=1)
TEXTUREGROUP_Lightmap=(MinLODSize=64,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_Shadowmap=(MinLODSize=64,MaxLODSize=512,LODBias=0,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Skybox=(MinLODSize=128,MaxLODSize=512,LODBias=0)
TEXTUREGROUP_UI=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=128,LODBias=0)


These are bland settings for mobile, you could decrease a little more the size without loosing any quality over current gen device.
This will also let you squeeze few FPS out of the build.

Great! I am going to check this later today.

Mates, can you tell me something to read. I have read everything I found on the official page but it is not a lot and I think it’s not enough to set up a mobile project.