Just have a real simple question i’m hoping someone can answer for me. I’m real new to unreal and just want to confirm something.
When I import a texture into unreal, and i right-click that texture in the content browser and choose Size Map, in the top right hand corner it allows me to choose the size to display.
What I want to know, is the Disk Size the actual size of that texture that will be included in the packaged game (android mobile for example)? I’m asking as the file on my computer is for example 400KB, but Size on Disk in Unreal says it’s 600KB.
So is Unreal basically taking a copy of my Texture I imported from my computer and putting it into the Project folder with a size of 600kb instead of 400kb?
My file is a basic 1024x1024 PNG which I use as a background image. I’m assuming Unreal processes the images differently which is why there is a size difference?
Also this same image and some others I have at the same size of 1024*1024 have a resource size of 700kb. Is that alot? I’m not sure how to reduce this further without reducing the texture size which i can’t do otherwise things look bad. I tried setting mipmaps to none and it brought it down to about 500kb, but not sure if that’s a good idea. It’s only a static background. It’s basically a plane i have used a material on which is my background image.
I know I have alot of learning to do, but just wanted to get this question out of the way.