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How to reduce mobile file size

I am currently testing how to package and deploy a mobile project to an Android device. After painstakingly getting the device to work properly in development mode on my PC, I followed all the instructions on Reducing APK file size but nothing really seems to work. I disabled all the unnecessary plugins (nearly all of them), dropped dynamic lighting to 0 and ensured that Create compressed cooked packages was ticked. I was using the Top Down Template as the example does for Packaging Your Game but the file size is still at 107 MB on my device.

I followed the additional instructions on reducing APK size and started a blank project, only migrated over the UE Mannequin (which brought over a few animations and materials) and the game mode from the Third Person template. Repackaged it all and put it onto my Android. Again, the file size is 107MB with all the same aforementioned settings.

As a test, I ran both projects (the blank with migration and the original TP template) without the Compress Cooked Packages checked and deployed onto my device. Again, the file size was exactly the same size, 107MB.

I don't know if this is a bug but it's obvious that the compression isn't working properly, or I'm doing something horribly wrong (which ticking a single box seems difficult to mess up.) I am packaging this as a shipping build, not development. I can't mark it as Distribution because I have yet to get a Google Play store key/license so I don't know if marking it as distribution build would make a difference or not but I don't see why it would.

I am using 4.10.2 and this is a blueprints project/deployment. Seeing as Google has a 100MB limit on files for the Play store, it seems useless to consider UE4 as an option if a bare-bones project is already over that limit before anything substantial is even added to the game.

If anyone has any knowledge in this area, or has some ideas on what I can do to get my builds to compress in size, it would be greatly appreciated.

Product Version: UE 4.10
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asked Mar 03 '16 at 09:25 PM in Packaging & Deployment

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We have some documentation that relates to reducing package size. Here is the link: https://docs.unrealengine.com/latest/INT/Platforms/Android/ReducingAPKSize/index.html

Compress cooked packages is currently not functioning properly, which explains why you are not seeing any results. This issue exists in our database as (UE-22192).

Have a great day

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answered Mar 03 '16 at 09:33 PM

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Sean L ♦♦ STAFF
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avatar image jtsmith Mar 03 '16 at 10:47 PM

Thanks Sean, as I mentioned and linked, I went through that documentation. Is the fix going to be done for 4.11?

avatar image Sean L ♦♦ STAFF Mar 04 '16 at 01:29 PM

My mistake, missed that link. There is currently no set timeline for a fix to be released, but I'll go ahead and add this post to the report and increase the community interest in that bug.

Have a great day

avatar image jtsmith Mar 04 '16 at 05:36 PM

Thanks Sean. Seems an important bug to resolve since it has to do with deployment. If we can't get our android apps under 100mb then Google Play won't let you sell it and with a blank project being over 100mb... Also seems the bug wasn't introduced until 4.10 since the group who made Match 3 were able to compress in 4.9

Anyway, thanks again. Hope to see this resolved soon as I'm looking to deploy an app on android.

avatar image Lazarus Overman Jun 01 '16 at 04:04 AM

How can something as important as proper compression for product release have "no set timeline for a fix?" I'm beginning to wonder if Epic really wants anyone to develop on their system.

avatar image BrunoChaves Jul 04 '17 at 02:31 PM

I´m having the same problem as jtsmith. The file after package process, with obb and apk together in one file, is about 81MB, but after installed in my android, turns out with 179 MB, while other big and known like the newest Final Fantasy XV mobile with only 96,18MB. My game, which has only a few images and a very simple game, has 179MB. It doesn´t make sense.

I did exactly what the link that Sean Flint recommended and other tutorials, even made the PakBlacklist and other things. But simply doesn´t work, just reducing a few MB.

And please, please, please, stop sending for other link, try to explain instead of giving a link, only if coming with an explanation.

Thanks for your attention.

avatar image spdemille Jul 12 '17 at 12:31 AM

yes I have a similar issue. my final apk + obb is uploaded to the app store as being only 60 MB. but once installed on android, it explodes to about 150 MB

avatar image Sean L ♦♦ STAFF Jul 05 '17 at 02:43 PM

This issue has been marked and verified as Cannot Reproduce in our database. If you're experiencing an issue with Compress Cooked Packages, please open up a new thread in the Bug Reports section, as it's possible you're running into something different that requires a new ticket.

Please include a detailed list of steps we can use to reproduce the issue internally so that we can get a ticket in as soon as possible if one is required.

Thank you

avatar image spdemille Jul 12 '17 at 01:35 AM

This is not fixed that I can tell. Is this ever going to be fixed? I've been making very simple 2D art games some with only one un-moving game screen, and they are still way too big for their content. I've done all that I can on my end, and even a blank project will explode to at least 50 or 60 MB. My apk + obb on my most recent project is only 60 MB but once installed explodes to over 150 MB. and it's very simple game, far less than any AAA titles which by the way are all far less in size! Please fix this ASAP PS - I've tried this on 4.11 through 4.15 and they are all too big

avatar image spdemille Jul 12 '17 at 12:28 AM

I've also found besides following the provided advice and links, to never build from your project file. Rather create a new empty project with the correct scalability and desktop/mobile settings with no starter content. Then from your project file use the UE4 migrate tool under asset options for all maps in your project. This will transfer all content and ONLY content used in your code and maps. All other files will not be transferred. Then open your build project and fill in the settings details for your build i.e. android/desktop/ipad. Also use all of the recommended settings for cooking your content. This should result in the best package for your settings and devices. Hope that helps any :)

avatar image Sean L ♦♦ STAFF Jul 12 '17 at 05:05 PM

Thank you for the information. As I stated earlier, if you are still running into an issue with Compress Cooked Packages, please do open up a new thread and include a detailed list of steps we can use to reproduce the issue internally so that we can get a ticket in as soon as possible if one is required.

Thank you

avatar image spdemille Jul 14 '17 at 01:21 AM

no offense, but I really shouldn't have to do anything more at all. it's very clear your software does not meet the standards for mobile app production. it is YOU who should get to work on making decent mobile app software.

avatar image spdemille Jul 14 '17 at 01:23 AM

every mobile app i have made with your software for the last two years is FAR TOO BIG!!!

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