It's highly suggested to use the Project Launcher tool inside the editor for properly packaging games. In this way you have all critical settings at hand and you can easily create packaging presets you can quickly reuse on more projects
This video is a huge win-win for both UE5 gamedevs (who need more spaces into their pcs for making games let alone the upload speed of their games' launch and updates) and gamers (who need to download games worth of less storage space consume into their pcs)
Great content! We recently participated in a game jam and the finished game was 600mb which kinda stood out among games made with Unity and Godot. But with these tips the size could've been reduced significantly
This is great, I almost started learning unity a while back specifically due to the file size differences when exporting, I’d rather stay in one engine to master one. Thanks for this! ❤
@@CobraCode Also quick update, I used the tip about the OpenImageDenoiser earlier today on my small side scroller project and upon restart my Paper2D.PaperCharacter BP was wiped of all its nodes, as well as a few images I imported from Aesprite. I wonder if the Denoiser has any connection to sprites. No worries though, I wanted to switch the Paper2D class to a Pawn anyways so this was a good excuse to run through it all again. Also maybe ill start looking into version control now haha
@@arredondojordan Thanks for sharing that. Pretty sure it's unrelated to the OpenImageDenoiser and simply a bug that can generally happen. Has happened to me before as well which is why it's always important to have version control set up.
Nice. Still a little larger than I'd like but definitely more reasonable. I always hate when people say size doesn't matter these days. Even with a 1tb drive if every game is 50gb, that is less than 20 games on the drive. Sure download speeds are faster these days but who wants to waste 30 minutes finding something to uninstall plus the download and install process? And especially for indie devs, if I'm scrolling through my installed games and one game is 30 GB and another is 150 MB (and my desire to play them are roughly equal.) The 30 GB is gone without a second thought. Just having your game be installed longer on a player's system automatically increases the chances they'll play it more. I probably have 20+ games on my deck that will likely be there forever because they're small enough (
Might want to take a look into running all the executables and DLLs though UPX. If unreal isn't already doing equivalent executable compression, the on disk savings could be huge, with basically no downside
I only did to the "set maps include" part. I think I won't use forward shading because I might use something which will be costly if I use forward shading. Well it's still too early, so once I've got the vertical slice I'll try with forward shading and see for myself if I want to use it.
Hello, I'm following a lot of your videos where you show how to create a 2D game in Unreal, I'm just getting into Unreal now, but I would like to know how at 1:09 you left the state of what the characters were doing showing?
Hey! That's not a built in thing, but actually something I made custom. You just have to add text renderers to your characters and then on tick update the text depending on what your state, health, etc is!
3:48 Does checking the "share pak file" mean that game patches will need to download and write larger file sizes? I've noticed some UE5 games like The Invincible require 30+ GB patch writes every time even if it's a minor fix. If this is the cause, it might not be worth it to the end user.
Hey, since I just answered a similar question. Hey, thanks for the feedback. This is actually the one thing I couldn't find a definitive answer on and yeah I remember what you're saying at least used to be an issue with some games in the past. 'Use Pak File' was false by default with older versions of Unreal, however recently it has become the default setting and I'm not sure if they would do that if it still leads to the same issue of forcing your players to redownload the entire game. When we use this together with 'Use IO Store' we actually don't just get a huge .pak file but also a .utoc and .ucas. Using this setup will actually lead to better load times for your games through the Zen Loader. Now I don't know anything about how steam handles the update process of games, so the only way to really find out would be to actually test it by uploading and updating a game on steam with these settings.
Heey! First of all thanks for the video, great job as always! So, I bought your Udemy course on how to create 2D games 2 days ago and the content of that course is amazing! Do you have any plans on updating that course and cover more topics or delve deeper into them? Sorry for my english, it is not my primary language
Thank you so much :D Currently there are no plans to update the course since the new versions of Unreal didn't really add anything that would improve much. Once there have been big changes I might revamp the course though. Currently I plan on making a premium beat 'em up course and a JRPG course, but there are still many things I need to figure out.
Hey, I'm currently working on a html5 template for UE4 and doing that package size reduction pass xD Apparently removing some plugins like Android add more momory to the packaged project, probably because of the recompilation (I was around 70 to 75Mb during this test), I'm not done with it yet but it's interesting that removing plugins depending the proejct (or the version of the engine) will not have the same impact in your final package size 😁 PS: That OpenImageDenoiser omg didn't knew about it! Sometime I use path tracer for rendering but that's a good way to reduce some of the memory, that's a cool tip!
Yeah, make one single bloated .pak file instead of smaller ones. That way, when you enroll a 10MB patch on a 50GB game - the whole 50GB _(with the addition of 50GB more for the temp files)_ would get rewrited. Gamers _(and their SSD's)_ will be so thankful for that. And if you'll do these kind of updates daily - they'll thank you even more for the extra support.
Hey, thanks for the feedback. This is actually the one thing I couldn't find a definitive answer on and yeah I remember what you're saying at least used to be an issue with some games in the past. 'Use Pak File' was false by default with older versions of Unreal, however recently it has become the default setting and I'm not sure if they would do that if it still leads to the same issue of forcing your players to redownload the entire game. When we use this together with 'Use IO Store' we actually don't just get a huge .pak file but also a .utoc and .ucas. Using this setup will actually lead to better load times for your games through the Zen Loader. Now I don't know anything about how steam handles the update process of games, so the only way to really find out would be to actually test it by uploading and updating a game on steam with these settings.
@@CobraCode Jokes aside, I see that every other time I check the Steam downloads tab. And when a game is getting a couple hundred kilobytes _(!)_ worth of patches _(yes, it's not a figure of speech - I've seen bytes even)_ yet it re-writes its, say, 10+ GB main file - it gets frustrating, and I usually just delete that game. Not to mention that if a user will do a, say, Express16k on that folder _(if a game is poorly compressed initially)_ - he will have to waste a *whole* game amount of TBA a *third* time using that. Because devs know that they made a bloated single file, yet they *still* push pointless updates almost daily, knowing perfectly that they straight up wasting their loyal users' SSD's _(by burning their TBA)_ - they deserve no other credit than that. It was crucial in the early HDD days, as with the linear read the loading times were much better _(and easier on the head flying hours)._ Nowadays we have solid-state drives _(I still use extra HDD's for crucial info, ofc, but that's an another topic),_ and their random read is abysmally higher that the HDDs', so there's no point in doing that anymore. It's in fact better to *split* the data - because most SSD's have multithreaded controllers. And the splitting won't be on a kilobyte level anyways - a mere couple hundred megabytes _(or even sub-100 MB)_ will do just fine. That will be plenty enough for decent compressibility _(with a high dictionary size),_ yet it will deliver seamless patching process - both easy on a storage device and fast in terms of the process itself. And on top of that, if a user will do extra compression _(say, Express16k)_ - only the modded files would have to be re-compressed, resulting in blazing fast folder "re-check" _(and, again, easier on the SSD)._ It's a win-win. =)
Hey im not sure if im mis-remembering this but I seem to remember you having a shorts video on making more interesting prototypes but I cant find it anymore.
Hey! I set a bunch of shorts to private and only kept the most popular ones around since I decided that shorts just aren't working for this channel. I set that one back to public for you :) ua-cam.com/users/shortsYc4r2dyEWv4
That a lot work and detail which is cool. But there should be guide for depend on the 2D and 3D is not easy task. Didn't think the plugin is good and bad if they are not use.
Hey, yeah really knowing which plugins you can safely turn off is probably the hardest thing to follow along with. Sadly it's very case by case and there's no perfect answer and I don't think we could even just make a list to share around because it will be different for everyone. On top of that the active plugins will also change with new versions of Unreal, so it would be too much of a hassle to maintain as well :(
@@CobraCode yeah it hard but what if there someone script it. As well detail how those export in people to understand. I meaning using python to config to export it. or javascript. I thought of minecraft server mods that I found people does work hard to develop easy of used. But I guess it those plugin dep libs is challenging. I R&D on python which is simple and hard but there people does automate scripts. As well there other script build from different platforms. It a lot of work.
Hey, most of this will also apply there. However I believe there are a couple of differences since simply making an android build by itself will already turn off a few of these things.
Thank you Cobra Code! I am packaging my Android game and trying to reduce the size as much as possible. For a very simple game that started over 120MB, I am down to around 80MB. I feel like I should be able to squeeze a little more out of it. Do you have any plans to do a mobile version of this video? Or do you have any resources you can share for further research please?
Hey! I did try to quickly cover mobile as well, however I already banged my head against the wall for 3 weeks at the point doing this research and was at the end of my rope after the android build process didn't go smoothly. I might revisit this some time, but for the time being you can check out all the sources I linked in the write up. There are a couple of more things you can do specifically for mobile to maybe squeeze out a little bit more.
AFAIK They'll only be packaged in if they are referenced somewhere. (Would need to test to be 100% sure though) That is one reason we set up which maps to package, to make sure we don't have anything unused being referenced and packaged in.
@@CobraCode It's just that after I clicked "Add to project" and use just one tree I end up having way more size. Have to test it again but yeah. Maybe it's something in my project settings
Can anyone tell me what pc parts to get to be able to run the latest Unreal? I heard its like 150gbs just for the base program. I wanna buy a new computer to be able to run it smoothly.
I believe an asset will only be packed in if it's being referenced SOMEWHERE, which will most likely be in a demo map. Would have to run more tests to 100% confirm that though.
I did a lot of disabling and advansed pak reduction using notion instruction, but the best I got is 490 to 410mb. Why I can't reach at least 250mb with almost empty project? (I'm using unreal engine 5.4)
Quick question: Let's say I was about to release my first indie game project. Will the amount of gigabytes my project takes affect how it operates on Steam? If so, should I do these data saving methods before or I after I start working on my game?
Does it have a good reason to be that large? In some cases there isn't much you can do about it if you use really high quality textures. If you're still just messing around and unused assets are the culprit setting the maps to package like I said in the video will do the trick. There are also other techniques to make textures smaller, but that might impact quality.
I have a problem in one of your courses you explain how to perform hitbox and triggering however for only one enemy (bp_shark) and I want to perform it for my parent (BP_Enemy_Base) in such a way that 3 of my enemies inherit these functions however I have no idea how to do it when I use the attack the name of the enemy is not displayed. Would anyone be able to help me
Hey, I believe in that case the best thing to do would be to just change the name of the BP_Shark we made to BP_Enemy_BASE and then create multiple children from that. The shark we made has all the stuff we need for hitboxes, etc and this should be in the enemy parent. You can then make children and just change the parameters for the animation blueprint, the AI controller etc.
Are there any other specific optimization settings for mobile? I followed the entire optimization process, managed to create a game in Unreal Engine 5.2 for Android, resulting in an installation file (.apk) of 47.4 MB, which, after installation on the device, occupies 129 MB of space. It's just a 2D pixel art game, so 129 MB seems quite excessive.
I haven't looked too much into mobile specific things, but I believe there are a couple of more things you could do. You can check out the write up in the description and look deeper into all the listed sources.
Definitely annoying how big the Unreal and Unity projects are… and when you build Unreal from source it doesn’t take long to fill up a TB SSD. Thanks for tips.
Did you maybe turn off the Oodle plugin? That one actually helps with file compression AFAIK. Also this is with UE 5.3 with 5.4 or 5.5 you might have a higher starting file size and won't be able to get it quite down to 153 MB
I checked through the folder structure of a couple of UE games I own on steam. It seems some studios are aware of the prerequisite installer and others are not. The UE versions used for the games where still older, so none of them had OpenImageDenoise.
One other reason to care about the package size that wasn't mentioned, not everyone in the world has gigabit internet speeds. If you're distributing globally, people with KB/s internet speeds will appreciate the 100mb less
Me: Boss, I got our launch day Black Ops 6 build down to 1.9GB! Activision middle management: Great, toss in shadow crypto mining and day trading bots, and remove the anti-cheat. That should put us just under 310GB.
@@vaisakh_km I don't work professionally either, i'm an amateur. But just from the perspective of trying to achieve something specific in your game, Unreal is a massive pain in the ass when it comes to feature bloat and undocumented bullshit. Also Unreal is an extremely rigid system when it comes to doing anything with the renderer. The only answer becomes "just rewrite half the engine bro" very quickly, especially because Unreal has metric fucktons of overhead for every little thing imaginable, and other aspects of the engine are just clearly underdeveloped (which has led Epic Games down the path of AI-powered supersampling due to the horrific performance of Unreal's renderer). Godot lack features, yes, but from what i understand, that makes it a tool which allows you to do things more precisely without constantly having to fight the current implementation.
@@anonymouseovermouse1960 unreal is not bloat, the fact that there are characteristics that YOU and only YOU do not use does not make it bloat, and that in godot you don't fight HA you haven't used the engine much from what I see
@@razorgmyt6772 Me and ONLY me? Excuse me? Then why the fuck are there literal widely used console commands, engine settings and project settings in the fucking engine for people to adjust to fit their project then, numbnuts? Why does the (annoyingly sparse) official documentation for unreal engine give instructions on which console commands, .ini settings and project/engine options to enable and disable according to what you need to accomplish? But i digress, your arrogance was not my point. I never said that unreal itself is bloat? What the fuck would that even mean? I said that unreal *contains* too much bloat, and that the console commands, .ini settings and engine/project options are not enough to make the engine modular enough to develop precisely the kind of features for one's game as is possible in engines with a less rigid structure, such as godot, and even unity. You ever wonder why unity was much more popular among indie devs than unreal? And why most AAA studios have their own in-house engines instead of using unreal? It's because unity is extremely modular, and it's capable of much more than unreal because of this. The only advantage unreal has is that it has extremely developed features for games with very narrow requirements, namely, realistic-ish looking graphics, at a massive cost to file size and performance. And get the fuck out of here with that trash, you sound like a 15 year old. I bet you don't even know about the severe bandwidth cost of the various screen buffers of deferred rendering. I suggest you keep your mouth shut until you read more about game engines, you fucking child.
@anonymouseovermouse1960 Can we please keep it civil here? razorgmyt6772 comment was a bit snarky, but you didn't need to bite the bait that hard. It's fine if you don't like Unreal, but you're obviously looking for trouble coming to an Unreal video talking trash. Not saying you don't have a valid point, but you're the one escalating the conversation to name calling and using profanity. We can have discussions about the pro's and con's but no lashing out here please or I'll have to intervene.
Like I said multiple times in the video this is for special use cases. If you want to go Triple A you don't have to worry about this much. If you want to make 2D games, mobile games, Low Poly 3D or something small for game jams this is for you.
Write up with additional information:
tinyurl.com/UnrealTiny
Get my 12 hour course on how to make 2D games with Unreal Engine:
tinyurl.com/Ultimate2D
man, thanks for the video. I reduced my build from 4.14GB to 1.8GB.
Wow 😮 that's amazing
Mine went from 35 GB to 3 GB.
@@alexcasu5020Damn that's crazy🤯🤯🤯
By Grabthar's Hammer, what a savings.
Yeah it was all from the maps I did not use, a lot of packs that had huge demo maps.
It's highly suggested to use the Project Launcher tool inside the editor for properly packaging games. In this way you have all critical settings at hand and you can easily create packaging presets you can quickly reuse on more projects
This video is a huge win-win for both UE5 gamedevs (who need more spaces into their pcs for making games let alone the upload speed of their games' launch and updates) and gamers (who need to download games worth of less storage space consume into their pcs)
OK That thumbnail is priceless!
This is the best video about this subject so far
Thank you so much :)
Great content! We recently participated in a game jam and the finished game was 600mb which kinda stood out among games made with Unity and Godot. But with these tips the size could've been reduced significantly
It would be helpful, if I can remember how under stress & pressure
This is great, I almost started learning unity a while back specifically due to the file size differences when exporting, I’d rather stay in one engine to master one. Thanks for this! ❤
Absolutely love your videos! This was genuinely such useful information, keep up the awesome work Cobra!
Thank you :D
@@CobraCode Also quick update, I used the tip about the OpenImageDenoiser earlier today on my small side scroller project and upon restart my Paper2D.PaperCharacter BP was wiped of all its nodes, as well as a few images I imported from Aesprite. I wonder if the Denoiser has any connection to sprites. No worries though, I wanted to switch the Paper2D class to a Pawn anyways so this was a good excuse to run through it all again. Also maybe ill start looking into version control now haha
@@arredondojordan Thanks for sharing that.
Pretty sure it's unrelated to the OpenImageDenoiser and simply a bug that can generally happen. Has happened to me before as well which is why it's always important to have version control set up.
REALLY helpful for things like game jams that have a file size cap.
Nice. Still a little larger than I'd like but definitely more reasonable. I always hate when people say size doesn't matter these days. Even with a 1tb drive if every game is 50gb, that is less than 20 games on the drive. Sure download speeds are faster these days but who wants to waste 30 minutes finding something to uninstall plus the download and install process? And especially for indie devs, if I'm scrolling through my installed games and one game is 30 GB and another is 150 MB (and my desire to play them are roughly equal.) The 30 GB is gone without a second thought. Just having your game be installed longer on a player's system automatically increases the chances they'll play it more. I probably have 20+ games on my deck that will likely be there forever because they're small enough (
I mean 20 games on your drive is kinda a lot tbh lol. But I don't think it's an excuse to not optimize
You just earned a subscriber. Excellent vid.
@CobraCode 8:49 I can see the Judgement set from WoW made by @Tomkektv. How did you get the model? Did you ask him or is there a download link for it?
Good eyes xD
He has all of them available on his patreon, even if you're not a paying member.
Thanks Cobra Code!
Very underexplored topic, thank you
Great video! Thanks for the super useful info!
Might want to take a look into running all the executables and DLLs though UPX. If unreal isn't already doing equivalent executable compression, the on disk savings could be huge, with basically no downside
Awesome ! Thank you for sharing the results of your investigation !
wow, someone featured shows themselves :) nice to see these days :D
@@hachikothemaster4643 Cobra Code is bating me in with great content XD
I only did to the "set maps include" part. I think I won't use forward shading because I might use something which will be costly if I use forward shading. Well it's still too early, so once I've got the vertical slice I'll try with forward shading and see for myself if I want to use it.
This was something I really wanted to learn more about. Thanks for the guide
This video is a gold mine ! Thanks a lot for your hard work and research.
Fantastic video, thank you mr Cobra. BTW your character in the intro is cute!
Thank you :D
I'll pass your comment through to the artist as well :)
This is awesome, great explanations, thank you!
Hello, I'm following a lot of your videos where you show how to create a 2D game in Unreal, I'm just getting into Unreal now, but I would like to know how at 1:09 you left the state of what the characters were doing showing?
Hey!
That's not a built in thing, but actually something I made custom.
You just have to add text renderers to your characters and then on tick update the text depending on what your state, health, etc is!
3:48 Does checking the "share pak file" mean that game patches will need to download and write larger file sizes? I've noticed some UE5 games like The Invincible require 30+ GB patch writes every time even if it's a minor fix. If this is the cause, it might not be worth it to the end user.
Hey, since I just answered a similar question.
Hey, thanks for the feedback.
This is actually the one thing I couldn't find a definitive answer on and yeah I remember what you're saying at least used to be an issue with some games in the past.
'Use Pak File' was false by default with older versions of Unreal, however recently it has become the default setting and I'm not sure if they would do that if it still leads to the same issue of forcing your players to redownload the entire game.
When we use this together with 'Use IO Store' we actually don't just get a huge .pak file but also a .utoc and .ucas.
Using this setup will actually lead to better load times for your games through the Zen Loader.
Now I don't know anything about how steam handles the update process of games, so the only way to really find out would be to actually test it by uploading and updating a game on steam with these settings.
OH. MY. GOD!!!!!!! Thank you so much! I'm going to watch this again when I'm not smashed to actually fix my project!
Great video! Thanks so much for sharing these awesome tips!
Thank you, mr. Cobra Code!
Super nice video! Thanks for that!
def saving this video for a reference
I’ll be back in a few years
Very useful tutorial.
Heey! First of all thanks for the video, great job as always!
So, I bought your Udemy course on how to create 2D games 2 days ago and the content of that course is amazing! Do you have any plans on updating that course and cover more topics or delve deeper into them?
Sorry for my english, it is not my primary language
Thank you so much :D
Currently there are no plans to update the course since the new versions of Unreal didn't really add anything that would improve much.
Once there have been big changes I might revamp the course though.
Currently I plan on making a premium beat 'em up course and a JRPG course, but there are still many things I need to figure out.
@@CobraCode Can't wait to buy those as well! Keep it up, bro :D
This info is amazing! Great Video!
Thank you so much cobra code!
Hey, I'm currently working on a html5 template for UE4 and doing that package size reduction pass xD
Apparently removing some plugins like Android add more momory to the packaged project, probably because of the recompilation (I was around 70 to 75Mb during this test), I'm not done with it yet but it's interesting that removing plugins depending the proejct (or the version of the engine) will not have the same impact in your final package size 😁
PS: That OpenImageDenoiser omg didn't knew about it! Sometime I use path tracer for rendering but that's a good way to reduce some of the memory, that's a cool tip!
Always helpful!
Nice video. thanks !
Can you tell me Where the game footages in your video come from ? They are pretty cool
Thanks!
It's just some clips from dev logs and other prototypes you can find on my channel!
Thank you cobra code ❤
This video is GOLD
Great tuto, thanks
Taking notes on this as I watch the video so I have an SOP to refer to for the future. Thanks for this!
Yeah, make one single bloated .pak file instead of smaller ones.
That way, when you enroll a 10MB patch on a 50GB game - the whole 50GB _(with the addition of 50GB more for the temp files)_ would get rewrited. Gamers _(and their SSD's)_ will be so thankful for that. And if you'll do these kind of updates daily - they'll thank you even more for the extra support.
Hey, thanks for the feedback.
This is actually the one thing I couldn't find a definitive answer on and yeah I remember what you're saying at least used to be an issue with some games in the past.
'Use Pak File' was false by default with older versions of Unreal, however recently it has become the default setting and I'm not sure if they would do that if it still leads to the same issue of forcing your players to redownload the entire game.
When we use this together with 'Use IO Store' we actually don't just get a huge .pak file but also a .utoc and .ucas.
Using this setup will actually lead to better load times for your games through the Zen Loader.
Now I don't know anything about how steam handles the update process of games, so the only way to really find out would be to actually test it by uploading and updating a game on steam with these settings.
@@CobraCode Jokes aside, I see that every other time I check the Steam downloads tab. And when a game is getting a couple hundred kilobytes _(!)_ worth of patches _(yes, it's not a figure of speech - I've seen bytes even)_ yet it re-writes its, say, 10+ GB main file - it gets frustrating, and I usually just delete that game.
Not to mention that if a user will do a, say, Express16k on that folder _(if a game is poorly compressed initially)_ - he will have to waste a *whole* game amount of TBA a *third* time using that.
Because devs know that they made a bloated single file, yet they *still* push pointless updates almost daily, knowing perfectly that they straight up wasting their loyal users' SSD's _(by burning their TBA)_ - they deserve no other credit than that.
It was crucial in the early HDD days, as with the linear read the loading times were much better _(and easier on the head flying hours)._
Nowadays we have solid-state drives _(I still use extra HDD's for crucial info, ofc, but that's an another topic),_ and their random read is abysmally higher that the HDDs', so there's no point in doing that anymore.
It's in fact better to *split* the data - because most SSD's have multithreaded controllers.
And the splitting won't be on a kilobyte level anyways - a mere couple hundred megabytes _(or even sub-100 MB)_ will do just fine. That will be plenty enough for decent compressibility _(with a high dictionary size),_ yet it will deliver seamless patching process - both easy on a storage device and fast in terms of the process itself.
And on top of that, if a user will do extra compression _(say, Express16k)_ - only the modded files would have to be re-compressed, resulting in blazing fast folder "re-check" _(and, again, easier on the SSD)._
It's a win-win. =)
@@CobraCode I'd love a follow up video concerning the results of that test. It could really help out a lot of devs to optimize.
Hey im not sure if im mis-remembering this but I seem to remember you having a shorts video on making more interesting prototypes but I cant find it anymore.
Hey!
I set a bunch of shorts to private and only kept the most popular ones around since I decided that shorts just aren't working for this channel.
I set that one back to public for you :)
ua-cam.com/users/shortsYc4r2dyEWv4
@@CobraCode thank you I appreciate that a lot!
u can also disable all plugins like android/ios/google if u are not gonna use the game on a phones or connect with such services.
10/10 video 👏
That a lot work and detail which is cool. But there should be guide for depend on the 2D and 3D is not easy task. Didn't think the plugin is good and bad if they are not use.
Hey, yeah really knowing which plugins you can safely turn off is probably the hardest thing to follow along with.
Sadly it's very case by case and there's no perfect answer and I don't think we could even just make a list to share around because it will be different for everyone.
On top of that the active plugins will also change with new versions of Unreal, so it would be too much of a hassle to maintain as well :(
@@CobraCode yeah it hard but what if there someone script it. As well detail how those export in people to understand. I meaning using python to config to export it. or javascript. I thought of minecraft server mods that I found people does work hard to develop easy of used. But I guess it those plugin dep libs is challenging. I R&D on python which is simple and hard but there people does automate scripts. As well there other script build from different platforms. It a lot of work.
"You should use Full Rebuild" - Me waiting for my game to finish packaging 8 hours later after accidently leaving it on for a test build xD
Hello and thanks, is that works also on Handheld AI For android template?
Hey, most of this will also apply there.
However I believe there are a couple of differences since simply making an android build by itself will already turn off a few of these things.
@@CobraCode Thank you
Thank you Cobra Code! I am packaging my Android game and trying to reduce the size as much as possible. For a very simple game that started over 120MB, I am down to around 80MB. I feel like I should be able to squeeze a little more out of it. Do you have any plans to do a mobile version of this video? Or do you have any resources you can share for further research please?
Hey!
I did try to quickly cover mobile as well, however I already banged my head against the wall for 3 weeks at the point doing this research and was at the end of my rope after the android build process didn't go smoothly.
I might revisit this some time, but for the time being you can check out all the sources I linked in the write up.
There are a couple of more things you can do specifically for mobile to maybe squeeze out a little bit more.
Thanks for the quick reply! I'll check out the resources you mentioned. Great content - keep up the good work!!
Thanks bro...
Hello. Is there a way to remove all components that you end up not using from the downloaded marketplace?
AFAIK They'll only be packaged in if they are referenced somewhere. (Would need to test to be 100% sure though)
That is one reason we set up which maps to package, to make sure we don't have anything unused being referenced and packaged in.
@@CobraCode It's just that after I clicked "Add to project" and use just one tree I end up having way more size. Have to test it again but yeah. Maybe it's something in my project settings
Can anyone tell me what pc parts to get to be able to run the latest Unreal? I heard its like 150gbs just for the base program. I wanna buy a new computer to be able to run it smoothly.
You should be able to search up Unreal Engine recommended specs and find something there
big thanks
how about the unused assets? if we check the included maps do have to delete unused assets or we can leave them?
I believe an asset will only be packed in if it's being referenced SOMEWHERE, which will most likely be in a demo map.
Would have to run more tests to 100% confirm that though.
유익한 정보 감사합니다.
tnx
I did a lot of disabling and advansed pak reduction using notion instruction, but the best I got is 490 to 410mb. Why I can't reach at least 250mb with almost empty project? (I'm using unreal engine 5.4)
Thanks
Handy stuff. Especially for Itch
That thumbnail though 😂👌👌👌
Quick question: Let's say I was about to release my first indie game project. Will the amount of gigabytes my project takes affect how it operates on Steam? If so, should I do these data saving methods before or I after I start working on my game?
It is really helpful
Please make how to make map like yours in short details?
Heh, yea, I definitely already knew about the share material shader code option. Who doesn't know that old chestnut hahah certainly not me!
Thank you for the video on reducing Unreal Engine's package size! It was super informative and easy to follow.
Thank you :)
Very usefull
Thanks
What do I do if my project is over 60gigybites
Does it have a good reason to be that large?
In some cases there isn't much you can do about it if you use really high quality textures.
If you're still just messing around and unused assets are the culprit setting the maps to package like I said in the video will do the trick.
There are also other techniques to make textures smaller, but that might impact quality.
@@CobraCode thank you, the project just stopped working so I am going to have to remake it 😭, so wish me luck
I have a problem in one of your courses you explain how to perform hitbox and triggering however for only one enemy (bp_shark) and I want to perform it for my parent (BP_Enemy_Base) in such a way that 3 of my enemies inherit these functions however I have no idea how to do it when I use the attack the name of the enemy is not displayed. Would anyone be able to help me
Hey, I believe in that case the best thing to do would be to just change the name of the BP_Shark we made to BP_Enemy_BASE and then create multiple children from that.
The shark we made has all the stuff we need for hitboxes, etc and this should be in the enemy parent.
You can then make children and just change the parameters for the animation blueprint, the AI controller etc.
Are there any other specific optimization settings for mobile?
I followed the entire optimization process, managed to create a game in Unreal Engine 5.2 for Android, resulting in an installation file (.apk) of 47.4 MB, which, after installation on the device, occupies 129 MB of space.
It's just a 2D pixel art game, so 129 MB seems quite excessive.
I haven't looked too much into mobile specific things, but I believe there are a couple of more things you could do.
You can check out the write up in the description and look deeper into all the listed sources.
please make a video about andriod packages
Seen a few videos with the same topic, but this here is the best! Thanks for it!
Thank you :)
thank you for the zhuge liang's isekai dance
Best vid
Share with Wildcard employees
Super mario bros was 96KB lol
So smallest size is around 150mb ?
Without doing anything too crazy, yeah.
You could go even further, but you'd risk completely breaking things.
Can you do s 2d boss Level pls
thank UUUU!!!
Definitely annoying how big the Unreal and Unity projects are… and when you build Unreal from source it doesn’t take long to fill up a TB SSD. Thanks for tips.
i finished one map and my sampleShooter is already at 25 GB . . .
6:57 who do you think you are, Todd Howard?
And for people in countries with really bad internet.
At this point, any possible solution should be considered because this is a problem I could never begin to understand. HAHAHA!!!!!
add linux support again you monster poor steam deck :(
*readds support but makes it a power virus that melts steam decks*
how do i follow what you said but end up with a larger file hahaha
Did you maybe turn off the Oodle plugin?
That one actually helps with file compression AFAIK.
Also this is with UE 5.3 with 5.4 or 5.5 you might have a higher starting file size and won't be able to get it quite down to 153 MB
Thanks for sharing this; but what a pain in the ass. I wonder how many dev studios even know to do this.
I checked through the folder structure of a couple of UE games I own on steam.
It seems some studios are aware of the prerequisite installer and others are not.
The UE versions used for the games where still older, so none of them had OpenImageDenoise.
One other reason to care about the package size that wasn't mentioned, not everyone in the world has gigabit internet speeds. If you're distributing globally, people with KB/s internet speeds will appreciate the 100mb less
You can also reduce game size by not having hard references
Me: Boss, I got our launch day Black Ops 6 build down to 1.9GB!
Activision middle management: Great, toss in shadow crypto mining and day trading bots, and remove the anti-cheat. That should put us just under 310GB.
The more i'm forced to work with Unreal, the more i want to learn Godot
What? I never worked in gamedev, but that doesn't make sense consider both project reputation...
@@vaisakh_km I don't work professionally either, i'm an amateur. But just from the perspective of trying to achieve something specific in your game, Unreal is a massive pain in the ass when it comes to feature bloat and undocumented bullshit. Also Unreal is an extremely rigid system when it comes to doing anything with the renderer. The only answer becomes "just rewrite half the engine bro" very quickly, especially because Unreal has metric fucktons of overhead for every little thing imaginable, and other aspects of the engine are just clearly underdeveloped (which has led Epic Games down the path of AI-powered supersampling due to the horrific performance of Unreal's renderer).
Godot lack features, yes, but from what i understand, that makes it a tool which allows you to do things more precisely without constantly having to fight the current implementation.
@@anonymouseovermouse1960 unreal is not bloat, the fact that there are characteristics that YOU and only YOU do not use does not make it bloat, and that in godot you don't fight HA you haven't used the engine much from what I see
@@razorgmyt6772 Me and ONLY me? Excuse me? Then why the fuck are there literal widely used console commands, engine settings and project settings in the fucking engine for people to adjust to fit their project then, numbnuts? Why does the (annoyingly sparse) official documentation for unreal engine give instructions on which console commands, .ini settings and project/engine options to enable and disable according to what you need to accomplish?
But i digress, your arrogance was not my point.
I never said that unreal itself is bloat? What the fuck would that even mean? I said that unreal *contains* too much bloat, and that the console commands, .ini settings and engine/project options are not enough to make the engine modular enough to develop precisely the kind of features for one's game as is possible in engines with a less rigid structure, such as godot, and even unity. You ever wonder why unity was much more popular among indie devs than unreal? And why most AAA studios have their own in-house engines instead of using unreal? It's because unity is extremely modular, and it's capable of much more than unreal because of this. The only advantage unreal has is that it has extremely developed features for games with very narrow requirements, namely, realistic-ish looking graphics, at a massive cost to file size and performance.
And get the fuck out of here with that trash, you sound like a 15 year old. I bet you don't even know about the severe bandwidth cost of the various screen buffers of deferred rendering. I suggest you keep your mouth shut until you read more about game engines, you fucking child.
@anonymouseovermouse1960
Can we please keep it civil here?
razorgmyt6772 comment was a bit snarky, but you didn't need to bite the bait that hard.
It's fine if you don't like Unreal, but you're obviously looking for trouble coming to an Unreal video talking trash.
Not saying you don't have a valid point, but you're the one escalating the conversation to name calling and using profanity.
We can have discussions about the pro's and con's but no lashing out here please or I'll have to intervene.
i followed everything and somehow my blank project went from 321MB to 428MB XD
I wonder if this would help warzone mobile 😂Activision take note of this 😊
Okey already a mistake use project launcher this only takes the content use unlike the normal build option
So makes the game even smaller
Randomly turning off plugins is definitely not a good idea
lol dude saves 50 megabytes when megascans of dozens of gigabytes can be used in the project.
Like I said multiple times in the video this is for special use cases.
If you want to go Triple A you don't have to worry about this much.
If you want to make 2D games, mobile games, Low Poly 3D or something small for game jams this is for you.
She said she wanted a man with a small package.
so i can reduce my package size from 858 gigs to 857.9 sweet ! lol call of duty is only 1/4 of the size of my game ... lets that sink in
thanks man ,you are beautiful.♥
Hmmmmmmmm
no every one can download with 8mb/s like you many country's still have slow internet :/ like my country