I’ve been looking into how small we can really get a project packaged to, more precisely how small an empty project could be.
In Unity for example an empty project is only around 10Mb as an Android APK so i wanted to see how close we could get to this, as i know it’s a big concern for a lot of devs working on mobile who want to keep the final size as small as possible.
This thread is going to be showing my progress as I try to get the size as low as possible while keeping things functional.
Hope this helps devs getting smaller size builds, and hopefully Epic getting us some easier ways to achieve this.
This is all using UE4 4.21.1, and the android SDK from the tools folder.
I went into the plugin browser and turned off every plugin i could see enabled that i knew i wouldn’t need or at least didn’t sound like it would explode if i did.
Not much left on by the end (only android/AI/Physics related crucial things) NOTE: I didn’t test anything in editor/built game so I don’t know how usable it still is.
This is where I think Epic needs to do some work, we shouldn’t have to use a blacklist file like that to prevent editor files from making it into cooked shipping content…
Thanks to Cory Spooner over at MorePork games, who has some good info on reducing package files Check out his post about it, good tips there
I’m using the exact same PAK blacklist file he’s using, here’s the result:
The APK file size did not change at all, but the OBB (where most assets are), has lost 1 246 Kb…
That doesn’t sound like much, but if you look at the folders the blacklist is pointing at, it’s mostly editor content (slate icons, EditorVR, editor tutorials…) that should never be in a packaged build in the first place.
And his blacklist doesn’t even exclude half the folders… i’ll have to do a test with most folders next
Note for Epic: This is pretty bad guys, we shouldn’t have to do this manually.
Reminder again though, I haven’t tested anything after this so…