How do i reduce the size of a map build data registry
I understand why we need to have a map build data registry but mine at the moment is pushing 3 gigs and when using source control it really eats up time when uploading. Is there anyway to reduces the size of the files. I have light mass importance volumes and all my map assets are set up correctly.
Ryan B. explains why it is necessary to have this Build Data checked into Source Control in the forum thread I have linked below:
The built data is the lighting information, and you need to save both the map and the built data when you rebuild. Otherwise the map does not know how to access the lighting information. This means anybody who syncs and loads your map will have no lighting information and thus the lighting will be automatically invalidated if they save the map.
answered Jul 24 '17 at 05:51 PM
I know this is kind of an old post, but to answer your question directly about how to reduce the size of the build data there are quite a few things you can do. Try tweaking some of the parameters in your lighting. For instance, if you have a sky light try reducing the intensity of it. I built a game that had a total of 105 levels... using direct light as the main lighting source and a sky light to give it that nice, lush lighting volume my total build data was roughly 15GB for all the levels, and they were small levels. I got rid of the sky light and added a secondary direct light, reduced the intensity of both direct light sources, turned shadows off on one of them, and set the light to shine opposite of the first light source. This knocked 10 GB off of my total build size. Sure, it doesn't have that super nice looking glow effect, but it really optimized my game overall.
answered Jan 09 '18 at 05:13 PM
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