Hi everyone,
I’ve recently started working on a small mobile game prototype using Unreal Engine 5, targeting both Android and iOS. While development has been fun so far, I’m now hitting a major roadblock when it comes to build size and performance.
Here’s what I’m struggling with:
- Even with a minimal level (just a couple of meshes and one character), my Android APK is over 400 MB, and the iOS .ipa is even larger.
- I’m using Nanite and Lumen in my desktop builds, but I know those aren’t supported for mobile. I’ve disabled them for mobile targets, but the file size is still huge.
- I’ve set my texture resolutions to 1K or lower and disabled unnecessary plugins, but the size reduction seems marginal.
So my questions are:
- What are the most effective ways to reduce package size for mobile builds in UE5?
- Are there specific engine settings, texture compression formats, or packaging options I should tweak for mobile platforms?
- Is it better to create separate content folders for mobile and desktop, or can I dynamically switch assets depending on platform?
- Does it make sense to disable certain post-processing effects entirely on mobile? Or are there best practices for mobile-friendly visual fidelity?
- Any real-world examples or profiles of successful mobile projects in UE5 that I can study for optimization workflows?
I want to avoid having to “dumb down” my visuals completely, but I know UE5 is heavy for mobile if not configured right. Any insights or shared experiences would help a lot as I try to balance visual quality vs. performance.
Thanks in advance!