Environment :
UE 5.5.4, Windows 11 host
Target: Android, arm64‑v8a only, Shipping, Vulkan
Problem :
We are shipping an Android title on UE 5.5 and must distribute via Google Play.
After enabling the plugins we need (Online Services, Niagara FX, etc.) our AAB base module’s compressed size is around 1.2GB including the project, failing the Play Console’s 200 MB limit.
The uncompressed native library (libUE5.so) alone is ~120 MB.
We are also considering a Asset Management, Chunk Downloading system to support our app distribution.
Our Goal:
We need to understand the official, Epic-recommended strategy for managing these large engine binaries to successfully ship a large-scale game like Fortnite on Google Play using AAB.
Questions
What is Epic’s recommended path in UE 5.5 to stay under 200 MB?
Is Google Play Asset Delivery the officially supported solution?
Is it the only supported path in UE 5.5 to exceed 200 MB?
Are there any recommended compile‑time flags or section‑ordering that any titles use to shrink libUE5.so?
Are there any sample .ini / DefaultGame.ini (e.g., in Project Settings -> Android, UPL, or .ini files) that we need to configure to correctly separate the engine binaries into an asset pack?
We noticed that Fortnite’s original Play‑store build delivered a small installer and downloaded the full game at first run.
Is that workflow documented for licensees, or was it a custom Epic solution?
Any official guidance or up‑to‑date documentation links would be greatly appreciated.
Thanks!