
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. 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. 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.
