Session Request: Regarding the Download Size Reduction Workflow When Linking UEFN and Fab

Hey Epic,

Could you consider sharing insights on the integration effects of Fab and UEFN at future events like Unreal Fest?

Currently, many large islands in Fortnite require users to wait between 2 to 4 minutes for downloads and loading times before starting the game. This leads to a rather tedious experience, and we’d like to minimize this as much as possible.

In measuring various huge islands with Nintendo Swich, Talisman has shown the fastest loading time at around 1 minute and 50 seconds. A key feature seems to be that most of the data, including background assets, is prepared as reference assets on Fab, I think.

In other words, by publishing original assets on Fab and using them as reference assets before release, I can reduce the project size. This could potentially decrease the loading time users experience.

This is also a significant point in terms of the ecosystem Epic envisions, as it could encourage the publication of various original assets on Fab.

I will conduct validations after the Fab release, but it would be greatly appreciated if there were discussions or presentations regarding the practicality of this workflow at Unreal Fest or similar events.

Thank you as always your hard work!

@YuyaShiotani Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.