I tried to packaged a android Apk for blank project.
it seem like 60mb for a package
it is a very big size for blank project.
how can I optimization android package’s size.
I tried to packaged a android Apk for blank project.
it seem like 60mb for a package
it is a very big size for blank project.
how can I optimization android package’s size.
Anybody know ue4 will optimization android package’s size
Follow these steps, you can reduce the final package size for about 15M to 20M:
a. Project settings
-Make sure using Shipping instead of Development for Build Config
-Target hardware should be Mobile/tablet
-Build ETC2 instead of ETC1 (ETC2 may be incompatible for some devices, so its optional)
b. Go to your engine folder
-move [Engine Root]\Content\Slate\Common and [Engine Root]\Content\Slate\Common to a backup folder (you want to move them back after packaging).
-Open [Engine Root]\Config\BaseEditor.ini with a text editor
Change +ContentDirectories=/Engine/MobileRsources to be -ContentDirectories=/Engine/MobileRsources
c. Package your project
That is all I currently do. It doesn’t satisfy me very well but can make things a little bit better. Hope the Unreal team can provide a better solution.
Thank you very much,it is a way to do that .but I still hope unreal engine team have a good solution to reduce the packaging. but until now not a stuff to answer this kinds of question.
I just packaged an Android ATC project with 38 MB of game content into a 14 MB OBB which yields a total all-inclusive APK size of 34 MB. That’s the smallest I can get so far for a full HDR 3D game. Here’s my changes:
I applied the attached patch to the 4.7.6 engine source. This patch excludes Slate and drops PhysX etc.
cleanup source: Engine/Build/BatchFiles/Mac/SetupMono.sh Engine/Build/BatchFiles/Mac
mono Engine/Binaries/DotNET/UnrealBuildTool.exe UE4Game Android Shipping -clean /project_path/music_flying_game_v2.uproject
env vars:
export ANDROID_HOME=/gitosis/SDKs/android-sdk-macosx/
export ANT_HOME=/gitosis/SDKs/apache-ant-1.9.4/
export NDKROOT=/gitosis/SDKs/android-ndk-r10c/
download thirdparty:
sh Setup.sh
compile:
source Engine/Build/BatchFiles/Mac/SetupMono.sh Engine/Build/BatchFiles/Mac
mono Engine/Binaries/DotNET/UnrealBuildTool.exe UE4Game Android Shipping -deploy /project_path/music_flying_game_v2.uproject
recompile automation tool (for custom cooking):
source Engine/Build/BatchFiles/Mac/SetupMono.sh Engine/Build/BatchFiles/Mac
xbuild /property:Configuration=Development /property:Platform=AnyCPU /nologo Engine/Source/Programs/AutomationTool/AutomationTool_Mono.csproj
cook Android ATC:
cp /project_path/Binaries/Android/UE4Game-Android-Shipping-armv7-es2.apk /gitosis/UnrealEngine/Engine/Binaries/Android/UE4Game-Android-Shipping-armv7-es2.apk
./Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -nocompileeditor -nocodeproject -nop4 -project=/project_path/music_flying_game_v2.uproject -cook -AdditionalCookerOptions=“-compressed” -stage -archive -archivedirectory=/project_path/out -package -pak -compressed -compress=best -strip -clientconfig=Shipping -ue4exe=UE4Editor-Mac-Debug -clean -nodebuginfo -targetplatform=Android -cookflavor=ATC -utf8output
Here’s a table of the resulting Engine data in my PAK:
$ du -h -s Engine/Content/*
240K Engine/Content/BasicShapes
4,0K Engine/Content/EditorBlueprintResources
4,0K Engine/Content/EditorLandscapeResources
136K Engine/Content/EditorMaterials
432K Engine/Content/EditorResources
4,0K Engine/Content/EngineDamageTypes
12K Engine/Content/EngineDebugMaterials
600K Engine/Content/EngineFonts
5,2M Engine/Content/EngineMaterials
68K Engine/Content/EngineMeshes
96K Engine/Content/EngineResources
28K Engine/Content/EngineSounds
4,0K Engine/Content/EngineTireTypes
36K Engine/Content/Functions
3,4M Engine/Content/Internationalization
400K Engine/Content/Localization
160K Engine/Content/Maps
1,2M Engine/Content/MobileResources
12K Engine/Content/Stats
As you can see, most engine bloat (and especially the 15 MB of slate fonts) are gone And you might have noticed my special cooking options:
-AdditionalCookerOptions=“-compressed” -pak -compressed -compress=best
which make sure that the 50MB engine and game data get down to a 13.8 MB OBB.
Hope this helps others getting started with size optimizations All the best,