When attempting to build a package for iOS in 2.25.0, we’re running into a problem with the package size. We have just started developing the app, and there are maybe 10 sprites in one level with a handful of blueprints. However, when we tested packaging it was over 400MB.
We tested a few things so far:
- Started new blank project with no starter content and packaged.
- Saved the starter map and set it to all maps listed under maps and modes per documentation.
- Packaged for shipping instead of dev.
- Selected compressed paks and no editor content.
- Disabled plugins until we got build errors.
- Included manual PakBlacklist-Shipping under Build\IOS
The lowest we could get the final .ipa was 398MB. We ran across mentions of the Tappy Chicken project in our research, but could not find any copies of the project files still online or any documentation on the specific optimizations that were made.
Is there something simple we’re missing that is causing more to be packaged than is needed, or is 400MB the new baseline for all Unreal projects in 2.25?