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How to reduce packaged game size

Hey everyone,

I've just released an Android game, but I've been getting some complaints about file size. Normally I just ignored engine content and tried to reduce as much as possible with my game textures, but it always has horrible results.

As much as I love UE4, the file size issue is significantly impacting my games potential and I'm assuming there's a better way to go about it instead of reducing 4k textures to 128x128 textures.

I've already performed all of the steps mentioned in the docs, went through all of the engine's rendering settings, and I have a PAKBlacklist (which seems to do nothing), but there is still around 30mb of engine content I'm trying to clean out.

The biggest culprit is DefaultBloomKernel.uexp so I added it to the PAKBlacklist, but it kept packaging. Finally, after some serious digging I managed to remove it by adding this to my DefaultAndroid.ini:


I prefer this method (which should definitely be documented somewhere instead of buried in the forums) because it just changes the texture instead of completely preventing it from being packaged. I was wondering if I could replicate the same steps to remove some of the other engine materials/textures that are being pulled in.

I'm currently trying to remove:

  • BaseFlattenMaterial

  • DefaultDeferredDecalMaterial

  • DefaultDiffuse

  • DefaultMaterial

  • InvalidLightmapSettings

  • T_Default_Material_Grid_M

  • T_Default_Material_Grid_N

  • WorldGridMaterial

If not, I was wondering what other settings I could change to make sure this stuff isn't getting pulled in.

I also wanted to see if anyone had any tips on how to remove

  • T_MobileControls_textue

  • T_MobileMenu2

I tried checking them out in the reference viewer, but it either the Engine isn't showing me what's referencing these items or they aren't being referenced at all and shouldn't be packaged in the first place.

Thank you all for your help!

Product Version: UE 4.21
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asked May 10 '19 at 08:56 AM in Packaging & Deployment

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