
You can read more about this in the Texture Guidelines for Mobile Platforms section. With the release of Unreal Engine 4.8, you can now specify which size Texture should be used on which devices. However, since each project has different requirements, the saving between the two different build types for your project could be more or less than a 14 percent savings. On the Medieval Match example game, the difference in size between a Development and Shipping build was around 14 percent. When trying to figure out the final size your project will be, keep in mind that the Development version of your project will be slightly larger than your Shipping build size.
#RED LIGHT CENTER APK FULL#
This is used to stage additional files that you manually load with using the UFS file IO API, ex, third-party libraries that perform their own internal file IO.Ĭlick for full image. This lists directories containing files that should always be copied when packaging your project, but are not supposed to be part of the. Make sure to note that these paths are relative to your project Content directory.Īdditional Non-Asset Directories to Copy. This is used to stage additional file that you manually load via the UFS (Unreal File System) file IO API. pak file otherwise they're copied as individual files). This list directories containing files that should always be added to the. This lists directories that should never be cooked.Īdditional Non-Asset Directories to Package. Make sure to note that these paths are relative to your project Content directory. uasset files that should always be cooked regardless of whether they're referenced by anything in your project. This lists additional directories containing. List of maps to include when no other map list is specified on command line.

List of maps to include in a packaged build

In addition to the Android-specific methods listed above, there are many ways to reduce the size of any packaged game (regardless of the target platform).Ĭook everything in the project content directory (ignore list of maps below)Ĭook all things in the project content directory.Ĭook only maps (this only affects cook all)Ĭook only maps (only affects the cook all flag).Ĭreate compressed cooked packages (decreased deployment size).ĭo not include editor content in this package may cause game to crash/error if you are using this content This will ensure that your Textures will be compressed when the project is cooked and packaged. If your project does require Textures that use Alphas, it is better to use two separate Textures one for the Diffuse, and one for the Alpha, instead of a single Texture with the Alpha embedded inside of it. While this will not greatly affect your project's run time performance, it will increase the size of your project's APK.
#RED LIGHT CENTER APK FOR ANDROID#
If you are using an older version of Unreal Engine to package your project for Android using the ETC1 Texture format, you need to be aware that ETC1 will not compress Textures that have embedded Alpha information in them, and instead treat them as fully uncompressed Textures.
#RED LIGHT CENTER APK APK#
In the following guide, we will cover steps you can take to help reduce your project's final APK package size to be as small as possible, using nothing but the tools provided to you in the UE4 Editor. No matter what type of Android device your UE4 project is targeting, reducing the size of the Android application package ( APK) to be under the 100 MB limit for the Google Play store can be challenging.
