Shipping Size is double the project size!
I was about to post this under "Packaging and Deployment" but I am pretty sure this has to be a bug of some sort. A Shipped blueprint project whose project folder amounts to 5gb is being shipped to 10gb (10gb pak file) I am not even sure how is this even possible. I would assume the engine optimizes the assets upon cooking, for example if I import a texture file at 4096*4096 but the "maximum in-game" is set do 2048*2048 I would assume the engine downsamples the texture to 2048*2048 upon shipping to save space. I would assume the engine maybe applies some sort of compression or strips some unnecessary information from the assets as well. I would like clarification on either this happens or not. (Edit: Clarification no longer needed, we've realized this happens, thanks Epic Devs)
But regardless of how optimized the shipping process is I don't see how it can be double of what the assets are, to note this is a blueprint project (so no code) with just static meshes and their materials...and how is this possible that the engine is shipping the project to twice the size of the project folder? Even if the engine packs everything into the .pak file without any regard for optimization it would still never be more than 5gb for this project, so why is this happening? is the engine somehow duplicating every asset inside the .pak file?
Things can get out of hand pretty quickly this way, I don't want to be distributing a 90gb game to my clients, is there something I can do or get clarification on this issue?
This is a x64 windows shipping build.
While I'm looking into this, the reason I wanted you to try packaging without the .pak file enabled was so that you can compare the content. Are files literally being duplicated? Compare some textures and see if their sizes are bigger.
When it comes to the "create compressed cooked packages" setting, what is wrong with using this? Do you see any sort of detriment in the end result? The pak file is meant for compression in the first place so I don't see why this would be a problem.
answered May 02 '17 at 06:24 PM
Oh yeah. I created a blank project with two used 2048x2048 Textures, and used LOD-Bias 0 and 4, and packaged two projects.
The ressource size difference shown in the Texture-Editor is for both textures together -10mb, however, the packaged project (no other settings changed) gets away with only -2mb.
LOD Bias 0 : 192MB LOD Bias 4: 190MB (expected ~182 =( )
So you are right, it will have an impact to package size. Thanks for that!
answered May 01 '17 at 05:37 PM
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