libUnreal.so size 500+ mb (please help, project stucked!! )

I made a simple project from the ThirdPerson game template targetted for mobile platforms.

The entire size of my Content folder is 100MB.

However when I package the project for Android,
the size of libUnreal.so is over 500 MB+
and the apk is another 102 MB.
The size of the game on the Android device is over 600 MB + as expected from above.

What on earth is causing the size of libUnreal.so to grow so big?

If I try to package for iOS, the size of .ipa file is also 300+

This is so impractical for mobile.

I have “Force No Precomputed lighting turned on”.

Please help as this is causing my project to be stucked/

Did you find a solution for this I am having a similar issue packaging in UE5.3.2 not to the same extent but still 90mb minimum for lib.so which is ridiculous for the base project being packaged in shipping config?

I didn’t find a solution for the binary version of UE5.3 but I did find that I could package at a massively reduced size around 80mb total for my apk using the UE5.3.2 from source version. This installs on the phone to around 180mb which is ok. I reckon I can reduce this further by removing more plugins like AVF Media etc… if I am not using them. I think it was something to do with the Projects .ini settings not being used and it pulling settings from somewhere else but don’t quote me on this.
I took all my binary projects and converted them to UE5.3.2 Source versions.

Hi @Nelo204, actually I figured out that when packaging the project for distribution, the shipping version produced is a much reduced size. So you probably don’t have to mess around with any settings just try to create the “Shipping” version when packaging. And enabled “generate bundle (AAB)” from Project-Settings>Android, so it will generate an .AAB file along with .apk which you can upload easily on Play Store.