Great guide! Just to add: when you finish the game, you can migrate your levels to a clean copy of your game, and it will only bring the assets used in your levels. Also, there are tons of the in-built plugins which can be disabled, which again will reduce the game file size quite a lot. And last, building for shipping, instead of development, reduces A LOT. Cheers man.
Legit saved me so much for for my game jam game. Went from 2.4GB to 800 MB. I just had to export/import custom project input settings and set the default game instance class to my custom class.
@@pocdavactube3475 Basically make a new project with no starter content, go back to the project that has all your work in it, find your level maps, right click, go to migrate, and then send them to that new project
Another tip that might help someone out (after following these tips and deleting every unused asset I could find, this helped me cut down from 111MB to the desired 100MB for my uni submission): be sparing with your materials! I made a simple game using just 2 materials from Unreal's Starter Content - a slate material for the walls and floor, and a rust material for iron torches hanging on the walls. I saw the rust material (not to mention its associated texture files) took up about 12MB, so I decided I would simply delete the rust material, and replace all references to it with the slate material. This meant my iron torches looked like they were made of stone instead of metal, but in retrospect, I don't think ANYONE playing the game will notice what is quite a minor detail, especially in dark lighting. This simple change took my packaged project down to 95MB which is all I needed. So just think about which details are actually necessary at the expense of your file size!! (If you want to see how big each asset is, right click any asset in the Content Browser and click 'Show in Explorer'. Then you can look through the content folder of your project and see which assets have the biggest file sizes, and then you can selectively purge them/replace with alternatives you're already using.)
Thanks for making this tutorial, uploading my project to the cloud was being a real pain but after watching this I managed to cut off around 600mb off from my project. :D
Dear Lord!!! Before this tutorial, my Android Package failed becaus it exceeded the 2gb limit. After this tutorial my project packaged in a matter of seconds, and the size of the APK + OBB went to 180mb!!!!!! This is insaaaaane!
If you have a tiled landscape, remember you must add all the tiles individual. This can be quite some work, especially if you have a huge open world. But it will be worth it. Of course hit that like button if you haven't done already and leave a comment, because it really helps in the youtube algorithm. And I'll see you in the next video.
Hey there, cool tutorial. Thank you. I would like to see a tutorial about packaging not only how to CREATE package, but with information how to DO NOT CREATE it, because there are few ways to create executables in UE and not every way is right way.
YOU ARE A LIFESAVER - also do u know long the loading times would be extra if i reduce the file size? and do u know whether a zipped package can be used for a game that can be uploaded to steam?
Happy to help man!! I'm not too sure how long the extra loading would be, although it isn't too long. The bigger your game the longer it will take, I believe it is similar to deleting cache if you are aware of how that works. In general, not necessarily UE4. Also, I think you have to have a zipped package to upload to steam, so yep that will still work :)
Please consider making a tutorial on how to cast a fishing lure into the water so that it would look believable/lifelike. All the fishing assets i have found on the marketplace have terrible looking casting. Thank you for the awesome content!
Is there anyway to do these without packaging the game? I'm currently working on a project and in the WIP state, I preiodically Upload it in the cloud for backup. Is there anyway to do that?
Hey, unfortunately it isn't always the same calculation. For example, different games will have differing amounts reduced, and different assets will be more efficiently compressed than others. However, like I mentioned in the video, in my experience I've had projects be reduced my 60 to 70% in file size. So there isn't a set equation, however in my experience with multiple projects, it is typically more than half. However keep in mind these were small projects to start with, 500mb ish.
Removing plugins effects .apk build and the final product dont show android ads?? Any help please... I tried to remove different plugins and removing any would cause problems
When I try to add the the specific map after choosing cook only maps, I get an error that there is an illegal '.' in my filename or filepath. The only '.' I see is in the .umap at the end of the filename, so I'm not sure what to do.
Is there a way to tell roughly how large the packaged project will be _before_ you build? My project was around 15gb. I package, and it's 2gb... Does it only compile the stuff used within the map, and not the hordes of assets you have in the project?
Do you need to add all the level streamed maps as well? Or are they linked to the persistent level maps? --update: Streamed levels are added automatically (I tested it)
when i package my game, i havea lots of asset in my browser, but my map is empty.. the packaged game is 11gb! wtf.. if i do the same with Unity for exemple.. Unity will only take into consideration, what is into play! 50-200mb for Unity and 11gb for Unreal lol.. it's really unrealistic.
@@grineameurislem9945 yes i did the problem was, when i pakcage my game, it also package all the asset i have in the browser, There is an option in Unreal where it will only package what is in game or in a map. it reduced the size to around 450mb.
Hey, no they weren't the same project. One was a tester, so it wasn't before and after this process. They were both after. I saved about 200-300 mb if I remember correctly. Which might not sound like a lot, but it was a small project so relative, it was 60-70% :)
Great guide! Just to add: when you finish the game, you can migrate your levels to a clean copy of your game, and it will only bring the assets used in your levels. Also, there are tons of the in-built plugins which can be disabled, which again will reduce the game file size quite a lot. And last, building for shipping, instead of development, reduces A LOT.
Cheers man.
What do you mean by clean copy of my game?
Legit saved me so much for for my game jam game. Went from 2.4GB to 800 MB. I just had to export/import custom project input settings and set the default game instance class to my custom class.
@@pocdavactube3475 Basically make a new project with no starter content, go back to the project that has all your work in it, find your level maps, right click, go to migrate, and then send them to that new project
This definitely is something you should do before packaging. I do this type of thing before every build now. Thanks Matt!
Absolutely, helps with efficiency as well as sharing your game :)
Man every time I'm looking for a tutorial I end up searching your channel, you're my go-to reference now! Keep it up and thanks.
Matt, this is important stuff that most people (including me) don't spend enough thought on. Thanks for the useful tips.
Thanks Steve, it was something I looked over on my first packaged game too, but now I always use it!
Another tip that might help someone out (after following these tips and deleting every unused asset I could find, this helped me cut down from 111MB to the desired 100MB for my uni submission): be sparing with your materials! I made a simple game using just 2 materials from Unreal's Starter Content - a slate material for the walls and floor, and a rust material for iron torches hanging on the walls. I saw the rust material (not to mention its associated texture files) took up about 12MB, so I decided I would simply delete the rust material, and replace all references to it with the slate material. This meant my iron torches looked like they were made of stone instead of metal, but in retrospect, I don't think ANYONE playing the game will notice what is quite a minor detail, especially in dark lighting. This simple change took my packaged project down to 95MB which is all I needed. So just think about which details are actually necessary at the expense of your file size!!
(If you want to see how big each asset is, right click any asset in the Content Browser and click 'Show in Explorer'. Then you can look through the content folder of your project and see which assets have the biggest file sizes, and then you can selectively purge them/replace with alternatives you're already using.)
Thx
Thanks for making this tutorial, uploading my project to the cloud was being a real pain but after watching this I managed to cut off around 600mb off from my project. :D
Dear Lord!!! Before this tutorial, my Android Package failed becaus it exceeded the 2gb limit. After this tutorial my project packaged in a matter of seconds, and the size of the APK + OBB went to 180mb!!!!!! This is insaaaaane!
This guy is the brakeys of unreal your tutorials are great im so excited for new videos :)
Thank you so much Joshua mate! That means a lot to me :)
@@MattAspland aww your welcome :)
genuinely great video, very helpful! Keep it up man!
Thank you so much man!! :)
You are one of my favorite youtubers.
Thank you for all of the tutorials!
This is awesome thank you! finally fixed a packaging issue by doing this! awesome!
If you have a tiled landscape, remember you must add all the tiles individual. This can be quite some work, especially if you have a huge open world. But it will be worth it.
Of course hit that like button if you haven't done already and leave a comment, because it really helps in the youtube algorithm. And I'll see you in the next video.
So landscapes aren't packaged along with levels/maps by default? Also, is this done in the project settings too?
OMG thank you!!! Reduced almost an hour of packaging to measly 2 minutes.
Awesome. Thanks for the 76th time, Matt! I'll edit this comment with the current and updated game size after applying these tips in my game.
bro I zip up my project and size was 25mb for Android and after packaging it increased to 80mb.what should I do pls reply
you just made me save about 300 hours of my life over the next 2 years
You are the best here on internet!
Hey there, cool tutorial. Thank you. I would like to see a tutorial about packaging not only how to CREATE package, but with information how to DO NOT CREATE it, because there are few ways to create executables in UE and not every way is right way.
You are a Lifesaver Good Sir, and I Salute you!
Asset merging and this one is counter productive to performance, but if you are able to removing all LODs on static meshes will reduce it by a lot
Oh my god, you really helped a lot, you are my god! Thank you and wish you a happy day
thank you very much Matt... this helped to reduce the size of my packaged project.
My game on steam is 10GB, I had no idea it was cooking and packaging everything I was not using in the content folders !??
Matt thanks for the tutorials if it wasnt for them i would have no idea what to do so thanks so much
Thanks so much for those kind words man, it means a lot :)
Amazing video mate!👍
Thank you so much! :)
Legend. Thank you so much for all of that man. :)
No problem mate! Happy to help! :)
YOU ARE A LIFESAVER - also do u know long the loading times would be extra if i reduce the file size? and do u know whether a zipped package can be used for a game that can be uploaded to steam?
Happy to help man!! I'm not too sure how long the extra loading would be, although it isn't too long. The bigger your game the longer it will take, I believe it is similar to deleting cache if you are aware of how that works. In general, not necessarily UE4. Also, I think you have to have a zipped package to upload to steam, so yep that will still work :)
@@MattAspland thanks for the help :)
@@Jimmybear06 No problem :)
Really helpful, thanks
You can also use shared materials, textures and sounds while you are designing your game.
When my game opens, the unreal intro appears, I don't want it to come out, what should I do?
My Project is 133Mb, But when i launch it to my Phone it become 365Mb. Any Help Plz?
I´m dealing w the same problem, did you solved that? Thankzzzz
Thank you very much bro! Hi from Russia))
Thank You, this is very useful
Thanks man, glad I could help :)
Hey bro can you make a tutorial on different types of weapon with different fire modes (multiplayer fps) ? It would help me a lot if you did
Please consider making a tutorial on how to cast a fishing lure into the water so that it would look believable/lifelike. All the fishing assets i have found on the marketplace have terrible looking casting. Thank you for the awesome content!
Great idea, I can look into it :)
Good Work its make my Game 1 GB less, respect and thanks Matt.
Hello man,
this video will help me when i launch my game
Hey mate, that's great to hear!! :)
thank you for considering my suggestion :D, i looked docs and done, but not that good, I will watch and try again :D
Happy to help Milan, it was a great idea!
Any package setting suggestions for Surface Pro 7? I need a simple widget app to run
Is there anyway to do these without packaging the game? I'm currently working on a project and in the WIP state, I preiodically Upload it in the cloud for backup. Is there anyway to do that?
hey can you example how much did it reduces ?like for 22 mb it reduce 11 mb like examples
Hey, unfortunately it isn't always the same calculation. For example, different games will have differing amounts reduced, and different assets will be more efficiently compressed than others. However, like I mentioned in the video, in my experience I've had projects be reduced my 60 to 70% in file size. So there isn't a set equation, however in my experience with multiple projects, it is typically more than half. However keep in mind these were small projects to start with, 500mb ish.
My apk went from 229 mb to 86 mb. Awesome.
Your game is big game or small?
Bro can you make a tutorial on horror engine. with the help that making a horror game and with help of assest given in that engine
It's on my list so I can definitely look into it :)
Removing plugins effects .apk build and the final product dont show android ads?? Any help please... I tried to remove different plugins and removing any would cause problems
how can i know which plugins i use and which i do not use
When I try to add the the specific map after choosing cook only maps, I get an error that there is an illegal '.' in my filename or filepath. The only '.' I see is in the .umap at the end of the filename, so I'm not sure what to do.
I wish Unreal would try to make the smallest file size by default.
Should I do full rebuild?
Is there a way to tell roughly how large the packaged project will be _before_ you build? My project was around 15gb. I package, and it's 2gb...
Does it only compile the stuff used within the map, and not the hordes of assets you have in the project?
Do you need to add all the level streamed maps as well? Or are they linked to the persistent level maps? --update: Streamed levels are added automatically (I tested it)
Is there a way to reset Packaging Setting ???
when i package my game, i havea lots of asset in my browser, but my map is empty.. the packaged game is 11gb! wtf..
if i do the same with Unity for exemple.. Unity will only take into consideration, what is into play! 50-200mb for Unity and 11gb for Unreal lol.. it's really unrealistic.
Did you fix it?
Probably you have the default empty map set as main game map .. make sure you change that in project setting > map and modes
@@grineameurislem9945 yes i did the problem was, when i pakcage my game, it also package all the asset i have in the browser, There is an option in Unreal where it will only package what is in game or in a map. it reduced the size to around 450mb.
What u give me example..How to package game ue5 to android mobile..thank you very much
Bro, what should I do if I'm a newbie in ue4 and have a shit ton of plugins enabled? I don't know if I even use them lmao
is there any way to do a app to install a game?
that's kinda hard;-;
yeah, that would be nice.
You mean a launcher like Epic Games launcher?
@@dodgemarshals7370 something like that, but only a download button and something more
@@dodgemarshals7370 yes a download button and a Launch button
@@AboOmar200 czcams.com/video/r_FwKMBXahM/video.html
Can you help me plz. When i import character my software crash and i got message error: CDO
Ah okay, do you know what error you are getting?
@@MattAspland i did fix again. Thank you
@@i5u2 Ah great, nice work
yes
Hey Matt, I'm having a problem while packaging my game for this hole weekend. Can you help me? Idk, can I send you a printscreen on Discord?
And my game went from 4.7GB to 2.7GB thanks
My game is broken because of you :(
6:05 100kb reduce ?
Hey, no they weren't the same project. One was a tester, so it wasn't before and after this process. They were both after. I saved about 200-300 mb if I remember correctly. Which might not sound like a lot, but it was a small project so relative, it was 60-70% :)
steelwool should've have watched this video before releaseing their fnaf:security breach
With epic purchasing oodle we can go more than this
If you didn`t exist i would not make Unreal Engine Games
;))
hello all my games uses 100 gpu even empty project what i can do?