First off, it’s normal that you will get a bigger APK/OBB with UE4 compared to Unity and especially coco2D. But i’m surprised that with only 1MB content, you are getting a 64MB file. I’m doing my project in 3D, I have over 24MB of content. I haven’t optimized the textures yet and in development mode, I get 60MB APK/OBB file size.
I would suggest that you use the link, in a previous post, above to package and this link as well, will help you reduce the file size. But you have to take into consideration that you need to optimize your assets as well.
I know that my file size, in the end, will be considerably bigger. But considering my game and it’s comparable on Google Play, the APP Stores, etc, it’s something that will be acceptable for me.
As far as compatibility is concerned, I can get my game working, on a phone that is nearly 3 years old (MOTO X 1st gen), at over 50+ FPS and more often then not at 62+ FPS (It’s seems cap even with vsync off).
From what I can gather, blueprints and your assets are what will take the most space. Maps and C++ files , in my case anyways, don’t seem to increase as much. So if a blueprint takes too much place, I transfer it in C++. (BTW I had no prior experience with C++ before, only C# and I manage to get everything working like I want.).
So keep at it and I know that Epic will improve on this.
Happy Game deving everyone
Thank you. I understand what you say.
The most serious problem is that UE4 mobile’s base package size is too large(near 60MB). not a problem that user’s custom assets would increase package size heavily.
So it is worse when the game is smaller.
Hope Epic will reduce the base mobile package size in next UE4 release.