I’ve seen a lot of documentation about how to reduce the package size of the .apk, but I still don’t understand how my game weights about 300Mb when I package it for shipment. Because it only has one level, with no more than 20 simple cubes (included in the starter content) and my pawn (which I designed and the size of the .fbx is about 3Mb with a skeletal mesh and a simple animation).
I got rid of all shadows, set the packaging options to exclude the engine content and other settings recommended in the documentation.7/
This game, as it is now, should weight less than 50Mb, so anyone knows which is the factor/factors increasing the size so much?
300mb is tiny.
Two things you can do to reduce package size:
- Specify which maps to package in the packaging settings.
OR
- Make a new, empty project of the same type. Migrate the map you want to publish to the new project and package from there.
300Mb for a mobile game I think it’s a lot, I think I forgot to say that the game was for android
Ah… same concept applies though…
I did that and the size was reduced from 300Mb to 200Mb, but still too high. It might be because of the animation or the mesh of the pawn?
I realised that a completely empty project needs about 200Mb of storage memory on the phone (you can try to create a blank project for mobile with scalable 2D/3D and pass the app to the internal memory of the phone to see how much occupies). So now I have two doubts:
Is there any factor that I am forgetting when I package the project? Some box I should exclude or something?
And the other question is if UE4 is suitable for creating mobile games?
Lots of people use UE to make mobile games. Most phones have GBs of space, so I’m not sure why 200mb is a problem.
If you want to know what’s taking up all the space, take a look at your content folder using a utility like spacesniffer:
http://www.uderzo.it/main_products/space_sniffer/download.html
You can also use UNREALPAK.EXE ( in the main engine binaries folder ) to dump the pak file and see if there’s anything in there that shouldn’t be.