![]() ![]() Now, along with this, we also need to go to the Maps and Modes up here in the top left. And then down here in the settings, there are some other options that you can change. ![]() You can, of course, call us whatever you want., I’m just going to call it Starter Game there. So for this, I am just going to call this game here, Starter Game. And this here is just going to be what is gonna be the name of the game pretty much. All we really want to look at here is the Project Displayed Title. Now, filling in this information isn’t necessary, although if you are thinking of publishing a full game, then you might want to go through and fill some of this in. So what we’re gonna do is we’re gonna go to edit, project settings. So, first of all, what we need to do is actually change a few settings because right now, it’s all on the default stuff, which might not be what you want. Now we want to build our game to an executable so that we can play it outside of the Editor and maybe even share it to other people, put it online, really whatever you want to do with it, okay? So we’ve created our game, we’ve set up the lighting we’ve of set up the very some blueprints and everything. This will open up the game, allowing us to play. In order to open the game, we just need to double-click the StarterProject.exe executable. When everything is done, you can open up the folder and view the game files. Click Select Folder and the game will begin to build. Here, we can select our platform.įor me, i’m going to select Windows > Windows (64-bit).Ī window will pop up and we can create a new folder to build our game to. Set the Game Default Map to MainLevel.īack in the MainLevel, let’s go File > Package Project. Here, we want to tell the game what the starting level will be. Here, we can enter in a Project Displayed Title. Project Settingsįirst, we should go to the Project Settings window ( Edit > Project Settings…) and click on the Description tab. Building a game basically means packaging it up in a format that doesn’t require the game engine to run. Now that you’ve got your game, you’ll want to share it with people or post it online. For instance, I can see what material is referencing this texture.Building Unreal Engine Games Building Our Game If it’s being loaded when it shouldn’t in these cases, you’ll want to use the reference viewer to see where the asset is being used. Once you have your list of assets that shouldn’t be loaded or need to be reduced in size, go back to your editor and start looking for these assets, sometimes searching for them in the project browser is the best way to find these assets. This will give more accurate results, however, the Editor is pretty much fine for a good overview of your memory usage. However, the best gauge of how large these assets are and how many there are would be to test in a development build outside of the editor. Closing the engine, reopening and restarting can help mitigate these instances. On the other hand, you might notice that something, a texture, or skeletal mesh is loaded that is not used in your project, or if it is used, it shouldn’t be loaded currently! Occasionally, this seems to occur from these assets being loaded in Unreal, but not your currently loaded level exactly. Or uncompressed when they should be compressed, this typically seems to occur with non-power-of-two textures, especially if they are UI pieces. Realistically you probably won’t have any or many uncompressed textures, and most textures won’t need to be 4k, but you’d be surprised at how many textures are accidentally larger than you would want them to be. You would have one texture that accounts for 67,108,864 bytes (67 MB) of memory 46 of these and you’d be over 3 GiB. In my experience, I have typically found that most of my memory goes to textures, which makes sense, if you have one 4k uncompressed texture at 32-bit (4 byte) colors. ![]() List of all loaded objects, their number of instances in the scene, as well as their size in KB Texture Memory and Memory Groups Statistics (in bytes) The contents of the *.memreport file are as follows: ![]()
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