I solved Unreal Engine's Package Size Problem...

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  • Опубликовано: 2 июн 2024
  • Get my 12 hour course on how to make 2D games with Unreal Engine:
    tinyurl.com/Ultimate2D
    Support the channel on Patreon:
    / cobracode
    Write up with additional information:
    tinyurl.com/UnrealTiny
    This video is the Ultimate Guide on how to reduce packaged game size with Unreal Engine and make your executable game much smaller!
    🔔Subscribe: / @cobracode
    Twitter: / cobracodedev
    Discord: / discord
    Timecodes:
    0:00 Intro
    0:38 Binary Configuration
    1:20 Disable Prerequisites
    2:12 Disable OpenImageDenoise
    3:20 Packaging Settings
    4:42 Set maps to include
    5:48 Forward Shading
    6:34 Benefits of small file size
    8:28 Disable unused Plugins
    10:57 Pakfile Rules
    12:55 Compressing
    13:28 Size difference per Unreal Version
    🎵 Music By:
    - Krynoze - Pawmises
    - Provided by Lofi Records
    - Watch: • Krynoze - Pawmises 🐾 [...
    Icons made by Freepik (www.freepik.com) from Flaticon (www.flaticon.com/)
    #cobracode #gamedev #unrealengine #ue5

Комментарии • 138

  • @CobraCode
    @CobraCode  Месяц назад +8

    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

  • @DAGON992
    @DAGON992 Месяц назад +167

    man, thanks for the video. I reduced my build from 4.14GB to 1.8GB.

    • @alexandruneag4845
      @alexandruneag4845 Месяц назад +9

      Wow 😮 that's amazing

    • @alexcasu5020
      @alexcasu5020 Месяц назад +25

      Mine went from 35 GB to 3 GB.

    • @sk.mahdeemahbubsamy2857
      @sk.mahdeemahbubsamy2857 Месяц назад +8

      ​@@alexcasu5020Damn that's crazy🤯🤯🤯

    • @jolierouge2463
      @jolierouge2463 Месяц назад +6

      By Grabthar's Hammer, what a savings.

    • @alexcasu5020
      @alexcasu5020 Месяц назад +5

      Yeah it was all from the maps I did not use, a lot of packs that had huge demo maps.

  • @gevelegian
    @gevelegian 20 дней назад +6

    OK That thumbnail is priceless!

  • @TheGameCourier
    @TheGameCourier Месяц назад +44

    REALLY helpful for things like game jams that have a file size cap.

  • @rrahll
    @rrahll Месяц назад +4

    Thanks Cobra Code!

  • @blackshinobi956
    @blackshinobi956 Месяц назад +4

    This is awesome, great explanations, thank you!

  • @danelokikischdesign
    @danelokikischdesign Месяц назад +1

    This info is amazing! Great Video!

  • @rwp005
    @rwp005 Месяц назад +3

    You just earned a subscriber. Excellent vid.

  • @patrikbaboumian
    @patrikbaboumian Месяц назад +1

    Great video! Thanks for the super useful info!

  • @thepolyglotprogrammer
    @thepolyglotprogrammer Месяц назад +1

    Super nice video! Thanks for that!

  • @TorQueMoD
    @TorQueMoD Месяц назад +1

    Great video! Thanks so much for sharing these awesome tips!

  • @strangemodul3
    @strangemodul3 Месяц назад +4

    Fantastic video, thank you mr Cobra. BTW your character in the intro is cute!

    • @CobraCode
      @CobraCode  Месяц назад +2

      Thank you :D
      I'll pass your comment through to the artist as well :)

  • @arredondojordan
    @arredondojordan Месяц назад +5

    Absolutely love your videos! This was genuinely such useful information, keep up the awesome work Cobra!

    • @CobraCode
      @CobraCode  Месяц назад

      Thank you :D

    • @arredondojordan
      @arredondojordan Месяц назад

      @@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

    • @CobraCode
      @CobraCode  Месяц назад +1

      @@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.

  • @dawidbujak
    @dawidbujak Месяц назад +2

    Very underexplored topic, thank you

  • @silverhunter4787
    @silverhunter4787 Месяц назад +1

    Thank you so much cobra code!

  • @screenapple1660
    @screenapple1660 Месяц назад +1

    Very useful tutorial.

  • @alexlealch
    @alexlealch Месяц назад +1

    Great tuto, thanks

  • @brandonjacksoon
    @brandonjacksoon Месяц назад +5

    Always helpful!

  • @compatriot852
    @compatriot852 Месяц назад +10

    This was something I really wanted to learn more about. Thanks for the guide

  • @brandonjacksoon
    @brandonjacksoon Месяц назад +6

    Thank you, mr. Cobra Code!

  • @arrowsdev
    @arrowsdev Месяц назад +3

    This is the best video about this subject so far

    • @CobraCode
      @CobraCode  Месяц назад

      Thank you so much :)

  • @RockyMulletGamedev
    @RockyMulletGamedev Месяц назад +10

    Awesome ! Thank you for sharing the results of your investigation !

    • @hachikothemaster4643
      @hachikothemaster4643 Месяц назад +1

      wow, someone featured shows themselves :) nice to see these days :D

    • @RockyMulletGamedev
      @RockyMulletGamedev Месяц назад

      @@hachikothemaster4643 Cobra Code is bating me in with great content XD

  • @iLikeCoffee777
    @iLikeCoffee777 Месяц назад +1

    OH. MY. GOD!!!!!!! Thank you so much! I'm going to watch this again when I'm not smashed to actually fix my project!

  • @VEETEEGameStudio
    @VEETEEGameStudio Месяц назад +2

    10/10 video 👏

  • @Starkiller112
    @Starkiller112 Месяц назад +1

    Thanks bro...

  • @limarest761
    @limarest761 Месяц назад +3

    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

    • @MangaGamify
      @MangaGamify Месяц назад

      It would be helpful, if I can remember how under stress & pressure

  • @zatelliti
    @zatelliti Месяц назад +1

    This video is GOLD

  • @ashimcredeor1595
    @ashimcredeor1595 5 дней назад +1

    It is really helpful

  • @mebessusn
    @mebessusn Месяц назад +3

    Taking notes on this as I watch the video so I have an SOP to refer to for the future. Thanks for this!

  • @YannSchmidt
    @YannSchmidt Месяц назад +5

    This video is a gold mine ! Thanks a lot for your hard work and research.

  • @notthings6443
    @notthings6443 Месяц назад +1

    유익한 정보 감사합니다.

  • @Crisos2
    @Crisos2 Месяц назад +1

    Very usefull
    Thanks

  • @StevenDiLeo
    @StevenDiLeo Месяц назад +6

    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! ❤

  • @dreamingacacia
    @dreamingacacia Месяц назад

    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.

  • @EvilReFlex
    @EvilReFlex 26 дней назад +1

    Seen a few videos with the same topic, but this here is the best! Thanks for it!

  • @MonsterJuiced
    @MonsterJuiced 17 дней назад +1

    Heh, yea, I definitely already knew about the share material shader code option. Who doesn't know that old chestnut hahah certainly not me!

  • @rifat.ahammed
    @rifat.ahammed Месяц назад +1

    Thanks

  • @phirenz
    @phirenz Месяц назад

    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

  • @amgarten
    @amgarten Месяц назад +2

    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

    • @CobraCode
      @CobraCode  Месяц назад +2

      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.

    • @amgarten
      @amgarten Месяц назад +1

      @@CobraCode Can't wait to buy those as well! Keep it up, bro :D

  • @Pewsplosions
    @Pewsplosions Месяц назад +1

    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 (

  • @ashalireza873
    @ashalireza873 Месяц назад +1

    Thank you for the video on reducing Unreal Engine's package size! It was super informative and easy to follow.

  • @sethgarry7526
    @sethgarry7526 Месяц назад

    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?

  • @batuhanatamal
    @batuhanatamal Месяц назад

    @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?

    • @CobraCode
      @CobraCode  Месяц назад +1

      Good eyes xD
      He has all of them available on his patreon, even if you're not a paying member.

  • @Vitaliuz
    @Vitaliuz 5 дней назад +1

    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.

    • @CobraCode
      @CobraCode  5 дней назад +1

      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.

    • @Vitaliuz
      @Vitaliuz 5 дней назад +1

      @@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. =)

  • @hugojackson6822
    @hugojackson6822 Месяц назад +1

    That thumbnail though 😂👌👌👌

  • @johnp3103
    @johnp3103 Месяц назад +1

    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?

    • @CobraCode
      @CobraCode  Месяц назад +1

      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.

    • @johnp3103
      @johnp3103 Месяц назад +1

      Thanks for the quick reply! I'll check out the resources you mentioned. Great content - keep up the good work!!

  • @Foxxyz_TV
    @Foxxyz_TV 5 дней назад

    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?

    • @CobraCode
      @CobraCode  5 дней назад

      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!

  • @JohnSmith-sk7cg
    @JohnSmith-sk7cg 5 дней назад

    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.

    • @CobraCode
      @CobraCode  5 дней назад +1

      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.

  • @MoshiMoshiDoppio
    @MoshiMoshiDoppio Месяц назад +1

    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.

    • @CobraCode
      @CobraCode  Месяц назад +1

      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 :)
      ruclips.net/user/shortsYc4r2dyEWv4

    • @MoshiMoshiDoppio
      @MoshiMoshiDoppio Месяц назад +1

      @@CobraCode thank you I appreciate that a lot!

  • @karetsu5435
    @karetsu5435 Месяц назад

    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

    • @CobraCode
      @CobraCode  Месяц назад +1

      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.

  • @touristhawk
    @touristhawk Месяц назад

    how about the unused assets? if we check the included maps do have to delete unused assets or we can leave them?

    • @CobraCode
      @CobraCode  Месяц назад

      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.

  • @darknetworld
    @darknetworld Месяц назад +1

    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.

    • @CobraCode
      @CobraCode  Месяц назад

      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 :(

    • @darknetworld
      @darknetworld Месяц назад

      @@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.

  • @exanoid1
    @exanoid1 29 дней назад

    thank you for the zhuge liang's isekai dance

  • @robson_cs
    @robson_cs Месяц назад

    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.

    • @CobraCode
      @CobraCode  Месяц назад

      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.

  • @kmtsvetanov
    @kmtsvetanov 24 дня назад

    Hello. Is there a way to remove all components that you end up not using from the downloaded marketplace?

    • @CobraCode
      @CobraCode  24 дня назад

      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.

    • @kmtsvetanov
      @kmtsvetanov 24 дня назад

      @@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

  • @Ehren1337
    @Ehren1337 Месяц назад

    Please make how to make map like yours in short details?

  • @user-cy9qi8kj2g
    @user-cy9qi8kj2g Месяц назад +3

    Share with Wildcard employees

  • @kayag8
    @kayag8 Месяц назад +1

    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.

    • @YellowSabre
      @YellowSabre 2 дня назад

      You should be able to search up Unreal Engine recommended specs and find something there

  • @rremnar
    @rremnar Месяц назад +1

    Thanks for sharing this; but what a pain in the ass. I wonder how many dev studios even know to do this.

    • @CobraCode
      @CobraCode  Месяц назад

      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.

  • @abdullahsohail5395
    @abdullahsohail5395 Месяц назад

    please make a video about andriod packages

  • @whynotcode
    @whynotcode Месяц назад

    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.

  • @Napert
    @Napert Месяц назад

    6:57 who do you think you are, Todd Howard?

  • @CreepyCurlew
    @CreepyCurlew Месяц назад

    What do I do if my project is over 60gigybites

    • @CobraCode
      @CobraCode  Месяц назад +1

      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.

    • @CreepyCurlew
      @CreepyCurlew Месяц назад

      @@CobraCode thank you, the project just stopped working so I am going to have to remake it 😭, so wish me luck

  • @zuzubazandi
    @zuzubazandi Месяц назад

    Can you do s 2d boss Level pls

  • @schweeeeeeeeeeeeeeee
    @schweeeeeeeeeeeeeeee Месяц назад +7

    add linux support again you monster poor steam deck :(

  • @thanatosor
    @thanatosor Месяц назад

    So smallest size is around 150mb ?

    • @CobraCode
      @CobraCode  Месяц назад

      Without doing anything too crazy, yeah.
      You could go even further, but you'd risk completely breaking things.

  • @fabulamcafee
    @fabulamcafee Месяц назад

    i finished one map and my sampleShooter is already at 25 GB . . .

  • @williamgrenville1203
    @williamgrenville1203 Месяц назад

    I wonder if this would help warzone mobile 😂Activision take note of this 😊

  • @e-frame5344
    @e-frame5344 Месяц назад

    Hmmmmmmmm

  • @sixiangyang
    @sixiangyang Месяц назад +1

    thanks man ,you are beautiful.♥

  • @anonymouseovermouse1960
    @anonymouseovermouse1960 Месяц назад

    The more i'm forced to work with Unreal, the more i want to learn Godot

    • @vaisakhkm783
      @vaisakhkm783 Месяц назад

      What? I never worked in gamedev, but that doesn't make sense consider both project reputation...

    • @anonymouseovermouse1960
      @anonymouseovermouse1960 Месяц назад

      @@vaisakhkm783 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.

    • @razorgmyt6772
      @razorgmyt6772 Месяц назад

      @@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

    • @anonymouseovermouse1960
      @anonymouseovermouse1960 Месяц назад

      @@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.

    • @CobraCode
      @CobraCode  Месяц назад +2

      @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.

  • @Somordorp
    @Somordorp 4 дня назад

    i followed everything and somehow my blank project went from 321MB to 428MB XD

  • @FlockersDesign
    @FlockersDesign Месяц назад

    Okey already a mistake use project launcher this only takes the content use unlike the normal build option
    So makes the game even smaller

  • @countercode
    @countercode Месяц назад

    Super mario bros was 96KB lol

  • @kabargin
    @kabargin Месяц назад

    lol dude saves 50 megabytes when megascans of dozens of gigabytes can be used in the project.

    • @CobraCode
      @CobraCode  Месяц назад

      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.

  • @magnomliman8114
    @magnomliman8114 Месяц назад

    no every one can download with 8mb/s like you many country's still have slow internet :/ like my country

  • @Wyklepheph
    @Wyklepheph Месяц назад

    I’m sure this is useful but -100% for the super misleading title. Makes it seem like you did something to fix a problem, not just list off settings to turn solutions, that UE created, on or off.
    Like I don’t want to discourage anybody from putting out useful content but OP made it seem like I was going to learn something technical about how UE bundles data but nope, just some dude who apparently needs to manipulate people into watching videos.
    “I cured cancer” (explains how to cut tumor off with a knife)

    • @CobraCode
      @CobraCode  Месяц назад +1

      Hey, thanks for the feedback.
      The original title of the video was 'How to Reduce Package Size with Unreal Engine 5 - Ultimate Guide' and it performed absolutely horrible.
      So I changed the title about 5 hours after release and now it's one of my best performing videos.
      Do you believe it's for the greater good to let all of this useful information and 4 weeks of hard work and research time go to waste just to have a technically accurate title?
      Or make a slightly sensational title to make sure the video gets the views it deserves, so the algorithm picks it up and properly shows it to all of my subscribers and other people in need of this information?
      I wish it wasn't like this, but sadly this is how RUclips works and I've experienced this many times.

    • @Wyklepheph
      @Wyklepheph Месяц назад +1

      @@CobraCode hey, that’s fair. The only issue was I spent like 6 or 7 minutes watching the video before I realized the video wasn’t going to get into what the title makes it seem like it’s about so I kinda felt like a little robbed. It’s possible you stated what you’d go over at the beginning and I wasn’t paying close enough attention, so if you did my bad!

  • @agoshable
    @agoshable Месяц назад +7

    Wait, what? 150 MB for blank project? So it's 150 MB of air! Hilarious nonsense! Didn't know UE devs have such standards :).

    • @CobraCode
      @CobraCode  Месяц назад +5

      It's actually 90MB of the best shader code in existence + some other stuff :)
      All the things that make Unreal Engine look so much better than any other engine are in there.

    • @jmvr
      @jmvr Месяц назад +3

      ​@@CobraCode but it's still an empty project, and it's not using any of those shaders and other code. At most, there's a crash handler, a window handler, and some OpenGL/Vulkan/DirectX handling.
      It'd be nice if Unreal didn't include any unused shaders/code in the build.

    • @kuromiLayfe
      @kuromiLayfe Месяц назад +1

      @@jmvrdon’t worry it is just the spyware they add for free in the engines assembly code

    • @razorgmyt6772
      @razorgmyt6772 Месяц назад +3

      ​@@kuromiLayfe found the unity dev

  • @knuckles7410
    @knuckles7410 Месяц назад +1

    So you're fighting for 100megs with the risk of fucking up your project file for games that nowadays are close to 50 gigs? What's the point?

    • @CobraCode
      @CobraCode  Месяц назад

      Pretty sure you didn't watch the entire video since that is being addressed

    • @BirbicusButticus
      @BirbicusButticus Месяц назад +2

      Y'know, just because storage is a lot more abundant doesn't mean devs should roll around being wreckless with it, ffs! Games DO NOT need to be 100+GB in size!