Mobile Optimization in UE5: How to Reduce Package Size Without Sacrificing Visual Quality?

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:

  1. What are the most effective ways to reduce package size for mobile builds in UE5?
  2. Are there specific engine settings, texture compression formats, or packaging options I should tweak for mobile platforms?
  3. Is it better to create separate content folders for mobile and desktop, or can I dynamically switch assets depending on platform?
  4. Does it make sense to disable certain post-processing effects entirely on mobile? Or are there best practices for mobile-friendly visual fidelity?
  5. 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! :folded_hands:

Maybe disable some plugins