Everything in the project will be packaged.
So, the way around that is to make a new, empty project, and migrate your main map(s) to that project. The migration will take only that has been used.
Then package from the migrated project.
Everything in the project will be packaged.
So, the way around that is to make a new, empty project, and migrate your main map(s) to that project. The migration will take only that has been used.
Then package from the migrated project.
I don’t think it’s possible. Because you could be dynamically referring to assets during runtime from blueprint or C++, and they have no way of knowing which ones. I guess they could have a tickbox ‘no dynamic references’, but then that’s adding to the complexity of the packaging…
Hi,
I am new to Unreal as you can understand. I wonder if I import some assets from the marketplace (for example car materials from epic) it downloads and adds a ton of assets, materials etc to my project.
I wonder if this slows my build time or will eventually added to my packaged project or will they be detected and ignored by the compiler?
Hmm I see. But I would like Epic to develop a feature like clean up. That would be nice.
In this case migration should have the same problems?
Yes, actually I guess if you’re dynamically referencing stuff, it’s your own problem…