I build a test racing game with astonishing 700+mb, previously it was 1.1GB+. Ive done some optimization but it seems impossible to get below 150mb to upload it to Google Play. I have a little map with some assets and a car. At the beginng I imported many things to test out like 3rd person… Is that the reason why it is so large and could i get below 150mb with this car prefab and that street stuff?
Hey there @Goodgamejuli! Are you packaging assets from the starter content/templates? That could be causing some size bloat. Unreal itself is a bit heavier than most other smaller engines, but not quite a gig. Are your textures/sounds as optimized as they could be? Are there any videos packaged?
Yes, I have a template car and some other stuff but not to much. Can you tell me the size of an empty project? Unity, for example, is packaging only the assets that are used. In Unreal I imported many things like particle systems too but I folllowed some instructions to minimize packaging.
The lowest I’ve got my smallest UE4 packaged build was around 120mb, and all that was was a tiny platformer without textures and sounds. I’m willing to bet the smallest UE5 build is around the same area. I’ll package one for you in a few and let you know just how tiny I can get it.
Thank you. With a cool python script I was able to delete all unused assets in my project but it has still 320mb of size. I think i cant get it smaller. I want to upload it to google play which has a limit of 150mb. Is there a way with expansion files or anything to proceed?
Absolutely! It’s actually preferred that you use this method usually! I’m not super well versed in mobile packaging, this thread has a bit of information. Hope this helps!
Disclaimer: All of these links are not affiliated with Epic Games, they are just resources that I think could help you make a decision. Thus all liability is on the end user outside of these forums.
thank your for Response but I cant get an apk with obb exported. I understood it like that: Export APK+obb, upload obb & APK to Google Play & done, right?
Can you tell me how I get both, obb&apk during export?
From what I gather, the OBB file is only generated if package game data inside APK is unticked, though I’m unsure of where the split lies after the bake. This may require a bit more testing on what gets packaged immediately and what doesn’t.
Yep! All game content is in the obb and the base install is in the apk usually. I didn’t know aab was the new standard file. Gonna have to read up on it a bit since I hadn’t released a mobile game since 2020 so keeping up with android standards is not my forte. The process still largely remains the same from what I read here. Chunks just determine which files end up together. Looks like you can get 1.5 gbs in on initial install before you have to start downloading in pieces.
I’d give it a shot and see how it goes, it seems mostly straight forward via the documentation for projects under 1.5 gb. Anything over that need to start installing via an in app download, which gets to be overkill for smaller games.
Hmmm, that’s reaching the end of my mobile packaging knowledge. I’m going to try to make a packaged build this evening and see the .aab process from start to finish to see if I can get a more knowledgeable answer for you. Hopefully a more knowledgeable mobile dev could answer that one before I finish these tests.
Currently the GooglePAD plugin doesn’t expose everything you need to setup fast-follow and on-demand packages in blueprint. You need to work with several C++ classes to mount, set mount point, connect asset registries and .bin files etc.
If you’re decently confident you can do that, parts of the process is pretty well described in a PDF document I created for my soon to be released product over at [Plugin] Android Asset Delivery (Easy Google PAD).
The document can be found by scrolling down on that forum post!
I hope it helps you get past some of the hurdles with setting up GooglePAD for your project!
I wish I could tell you! As soon as the review process is completed over at epic games.
I will post an update on the Support forum thread once it’s released so keep track over there.
I published a little testmap on google play without all the ingame stuff to test it out but nobody can open it:
Unreal generates some additional obb files. Are they needet to run the app?
Do I have to disable the obb filesplit anywhere and how or do I have to put the obb inside the aab? Google play accepts only aab’s.