Great guide! Just to add: when you finish the game, you can migrate your levels to a clean copy of your game, and it will only bring the assets used in your levels. Also, there are tons of the in-built plugins which can be disabled, which again will reduce the game file size quite a lot. And last, building for shipping, instead of development, reduces A LOT. Cheers man.
Legit saved me so much for for my game jam game. Went from 2.4GB to 800 MB. I just had to export/import custom project input settings and set the default game instance class to my custom class.
@@pocdavactube3475 Basically make a new project with no starter content, go back to the project that has all your work in it, find your level maps, right click, go to migrate, and then send them to that new project
Another tip that might help someone out (after following these tips and deleting every unused asset I could find, this helped me cut down from 111MB to the desired 100MB for my uni submission): be sparing with your materials! I made a simple game using just 2 materials from Unreal's Starter Content - a slate material for the walls and floor, and a rust material for iron torches hanging on the walls. I saw the rust material (not to mention its associated texture files) took up about 12MB, so I decided I would simply delete the rust material, and replace all references to it with the slate material. This meant my iron torches looked like they were made of stone instead of metal, but in retrospect, I don't think ANYONE playing the game will notice what is quite a minor detail, especially in dark lighting. This simple change took my packaged project down to 95MB which is all I needed. So just think about which details are actually necessary at the expense of your file size!! (If you want to see how big each asset is, right click any asset in the Content Browser and click 'Show in Explorer'. Then you can look through the content folder of your project and see which assets have the biggest file sizes, and then you can selectively purge them/replace with alternatives you're already using.)
Thanks for making this tutorial, uploading my project to the cloud was being a real pain but after watching this I managed to cut off around 600mb off from my project. :D
Dear Lord!!! Before this tutorial, my Android Package failed becaus it exceeded the 2gb limit. After this tutorial my project packaged in a matter of seconds, and the size of the APK + OBB went to 180mb!!!!!! This is insaaaaane!
Hey there, cool tutorial. Thank you. I would like to see a tutorial about packaging not only how to CREATE package, but with information how to DO NOT CREATE it, because there are few ways to create executables in UE and not every way is right way.
YOU ARE A LIFESAVER - also do u know long the loading times would be extra if i reduce the file size? and do u know whether a zipped package can be used for a game that can be uploaded to steam?
Happy to help man!! I'm not too sure how long the extra loading would be, although it isn't too long. The bigger your game the longer it will take, I believe it is similar to deleting cache if you are aware of how that works. In general, not necessarily UE4. Also, I think you have to have a zipped package to upload to steam, so yep that will still work :)
Is there anyway to do these without packaging the game? I'm currently working on a project and in the WIP state, I preiodically Upload it in the cloud for backup. Is there anyway to do that?
Is there a way to tell roughly how large the packaged project will be _before_ you build? My project was around 15gb. I package, and it's 2gb... Does it only compile the stuff used within the map, and not the hordes of assets you have in the project?
If you have a tiled landscape, remember you must add all the tiles individual. This can be quite some work, especially if you have a huge open world. But it will be worth it. Of course hit that like button if you haven't done already and leave a comment, because it really helps in the youtube algorithm. And I'll see you in the next video.
Removing plugins effects .apk build and the final product dont show android ads?? Any help please... I tried to remove different plugins and removing any would cause problems
Do you need to add all the level streamed maps as well? Or are they linked to the persistent level maps? --update: Streamed levels are added automatically (I tested it)
when i package my game, i havea lots of asset in my browser, but my map is empty.. the packaged game is 11gb! wtf.. if i do the same with Unity for exemple.. Unity will only take into consideration, what is into play! 50-200mb for Unity and 11gb for Unreal lol.. it's really unrealistic.
@@grineameurislem9945 yes i did the problem was, when i pakcage my game, it also package all the asset i have in the browser, There is an option in Unreal where it will only package what is in game or in a map. it reduced the size to around 450mb.
Hey, unfortunately it isn't always the same calculation. For example, different games will have differing amounts reduced, and different assets will be more efficiently compressed than others. However, like I mentioned in the video, in my experience I've had projects be reduced my 60 to 70% in file size. So there isn't a set equation, however in my experience with multiple projects, it is typically more than half. However keep in mind these were small projects to start with, 500mb ish.
Please consider making a tutorial on how to cast a fishing lure into the water so that it would look believable/lifelike. All the fishing assets i have found on the marketplace have terrible looking casting. Thank you for the awesome content!
When I try to add the the specific map after choosing cook only maps, I get an error that there is an illegal '.' in my filename or filepath. The only '.' I see is in the .umap at the end of the filename, so I'm not sure what to do.
Hey, no they weren't the same project. One was a tester, so it wasn't before and after this process. They were both after. I saved about 200-300 mb if I remember correctly. Which might not sound like a lot, but it was a small project so relative, it was 60-70% :)