![]() RELR also provides higher performance than APS. For example, a 62 MB relocation table was reduced to roughly 600 KB when using RELR, which is a reduction of two orders of magnitude. Projects with a minimum SDK version of 28 or higher can take advantage of RELR relocation table compression, which is even more efficient than APS. The following optimizations are available if your project's minimum Android SDK version is 28. However, this is recommended for stores other than the Google Play Store. so binaries separately, effectively consuming more disk space. If you leave bExtractNativeLibs enabled, it will generate a smaller APK, but the OS will unpack it and install the. However, if your APK is under the Google Play Store's 150 MB cellular data limit, we recommend disabling this setting because Google Play Store's on-the-fly compression provides smaller file sizes than the zip compression in an APK and reduces cellular traffic caused by your application. so binaries directly and avoid compression. If you set bExtractNativeLibs to false, your application will load. Unreal Engine enforces APK compression by default, but you can disable it with the following config variable in your *Engine.ini file: ![]() so binaries from your application's APK directly, eliminating the need to unpack and install them on the device separately from a compressed APK. If you set your minimum SDK version to 23 or higher, Android OS can load. In our tests, a relocation table with a size of 62 MB was reduced to roughly 8 MB using this format.ĪPK Compression and Direct Loading for. This provides better performance and faster startup times.Īdditionally, your project will take advantage of APS relocation table compression, an Android-specific compression format. Projects on SDK 23 and up use the new GNU hash ELF section instead of the previous format. The following optimizations are available if your project's minimum Android SDK version is 23. Click the Download button to download the Content Examples project. Locate the Content Examples project in the Engine Feature Samples section. Navigate to the Learn tab in the Epic Games Launcher. These optimizations are summarized below. To install the Content Examples sample project, follow these directions. To enable advanced optimizations, add the following setting to your *AndroidEngine.ini file:Īfter that, the optimizations available for your SDK version will be applied when packaging your project. You can change your minimum SDK version in Project Settings > Platforms > Android, or you can change it in your *Engine.ini file: Other, more advanced binary optimizations are only available with specific Android SDK versions and must be manually activated. These changes are enabled by default and do not require you to take any action. Some UE4 code has been also rewritten for UE5 to reduce code bloat this provides significant savings. UE5 ships with updated compiler and linker flags that enable dead code elimination and identical code folding. This page provides a guide for the Unreal Engine (UE) tools that you can use to optimize your Android projects' binaries. Content delivery systems like () and () can reduce the size of your core executable significantly by separating assets from binaries, but it is helpful to optimize your binary size as well. Because of this, it is a best practice to reduce the size of mobile applications as much as possible. Many stores impose mandatory limits on the size of APKs and OBBs. Mobile storefronts limit the amount of data that can be sent to a device, especially when delivering games over cellular data. P.s if its any help im getting this pop up with google play when uploading my apk and. the thing that bugs me is the same sized project packages way less than 10mb on other engines such as Unity. ![]() Im completely stuck here as ive no way to reduce my assets or sizes, and i cant release game so large in size. obb coming out at well over 100mb?Īs you can see this is a huge problem for us looking to move to ue4 as nobody browsing the play store would download over 100mb for a small game that’s much like tappy chicken. ![]() I have got any of the starter material in my project and in fact my entire content is just over 10 mb, so why is is my. With the release of UE 4.8 you can now modify your projects to use Textures up to 8192 in size without having to modify the C++ code by adding the following text to your projects BaseDeviceProfiles. The main issue being the HUGE file size of the. I have a small game ready for android however its a nightmare getting it to the play store.
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