How to get rid of cooked engine content you don't need?

Following the [documentation][1] about reducing APK size, I have found lot of big files that I’m pretty sure they are unnecessary for my project.
Looking into folder Saved\Cooked I have found this:

Why this first 3 files are there? and how I can remove them from being cooked with my project? There are also many assets that includes “Tutorial” on his name, pretty sure my android game don’t need them.

My project is and empty level with only a camera and then I spawn Paper2D sprites and nothing else, you can see more details and even [download it from here][3].

The actual content of my project is only 170kb, while the Engine content is about 11MB.

One more thing: What happend if I modify, edit or delete engine content using the editor? It will affect only my current project or all projects?

PS: Blueprint project only. I can’t C++.

Regards,
piX

Reduced the engine content to 5MB :slight_smile: Saving 3MB from my final APK

57934-sd04_reducingsizeafectingengine.jpg

This is my workaround:

(NOTE: This solution could be risky and will affect all projects using current engine and editor, for good or bad)

The thing is you can’t delete these assets because the engine freak out (crash), let’s then replace and modify with caution:

  1. Go to your Engine installation and backup your Engine\Content folder.

  2. Package your project for Android (or any other platform you are working on, is the same)

  3. Go to Saved\Cooked\Android_ETC1\Engine\Content and search all *.uasset sorting by Size. Now you have something similar image like the image above from original question.

Now lets work with the first one, biggest one: SM_ColorCalibrator.uasset

  1. Go to the Content Browser in your editor and enable Show Engine Content view option.
  2. Search your first suspect SM_ColorCalibrator.uasset, open it, and repeat with me: “WTF is this?”;

4.1) Create a simple 3 vertices polygon on your favorite 3D soft and export to FBX and also a 1 pixel size image (PNG or TGA).

  1. Take a look to the engine asset again, analyze if your project will really need it, SM_ColorCalibrator.uasset most probably 99.9% not, then since this is a mesh right click to Re-Import with your new Mesh! The little triangle!
    In case the asset were a texture Re-Import with your new One-Pixel texture, for example: T_SmokeSubUV_8V8, kill it.
    If the asset is a Material, you could simplify the shader to the minimum if you like, or leave it untouched to avoid recompiling shaders delays.
    Any other asset type…leave it or modify at your consideration.
    Finally save changes.

  2. Repeat the process for every big size asset you find until you get tired and give up.

  3. Package your game again, and enjoy! See how many MB you save and tell me about.

Warning! Remember, do not delete the assets or Editor will crash next time. Also be careful if you replace editor textures like Audio 2D icon… etc.

Cool tip. Thanks. I wonder how this compares to Packaging for Production/Shipping.