Oodle Data

An overview of using Oodle Data to optimize delivering your package files to users.

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Windows

macOS

Linux

Oodle Data provides a compression format for .pak files and IOStore files. It is supplied as a plugin which should be enabled by default.

The Oodle Data plugin

The parameters and settings for using Oodle Data with IOStore files are identical to those for .pak files in UE 4.27.

When packaging, you will know you are using Oodle Data if you see a log similar to the following, with your specific settings listed for method and level:

Oodle v2.9.0 initializing with method=Kraken, level=3=Fast

In other contexts where you need Oodle Data to decode the packages files, you will see the following in the log:

LogPluginManager: Mounting plugin OodleData

Key Concepts for Oodle Data

Oodle Data exposes two controls for managing the output: The compression method and the compression level . It is important to understand the distinction between them:

  • The compression method trades off how small the data gets with how fast it is to decode.

  • The compression level determines how long it takes to encode the data.

The decoder at runtime never needs to know what method was used.

Compression Methods

There are four different compression methods available, representing different levels of compression and decode speed.

Method

Description

Kraken

High compression with good decode speed, the usual default.

Mermaid

Less compression and faster decode speed; effective when CPU usage is limited or on platforms with less CPU power.

Selkie

Even less compression and faster than Mermaid.

Leviathan

More compression and slower to decode than Kraken.

Compression Level (Effort Level)

Compression Level is a number between -4 and 9, representing encoding speed. Compression level values are referred to as follows:

Level

Name

Other Information

-4

HyperFast4

-3

HyperFast3

-2

HyperFast2

-1

HyperFast1

0

None

Just copies the raw bytes.

1

SuperFast

2

VeryFast

3

Fast

Good for daily use.

4

Normal

5

Optimal1

6

Optimal2

Recommended baseline optimal encoder.

7

Optimal3

8

Optimal4

9

Optimal5

Enabling Oodle Data

Due to various overrides, there are several different places where you need to enable and configure Oodle Data. The baseline method for enabling it is using the Packaging settings in the Project Settings window.

In the Project Packaging settings, you will have to expand the Advanced parameters to see these.

The Advanced Packaging Project settings that apply to Oodle Data

These settings can also be edited directly in your BaseGame.ini file under the [/Script/UnrealEd.ProjectPackagingSettings] header.

Properties / Settings

These are the relevant properties in the Project Packaging area, with the equivalent .ini file setting.

Property

.ini File Setting

Description

Create compressed cooked packages

bCompressed

When enabled, Unreal will compress output packages unless overridden.

Pak File Compression Format(s)

PakFileCompressionFormats

Sets the list of compression formats. Set it to Oodle to use Oodle Data.

Pak File Compression Commandline Options

PakFileAdditionalCompressionOptions

Specifies additional options to pass to the compression format. For Oodle, we recommend this be set to -compressionblocksize=256KB .

Use this Compression Format not hardware override

bForceUseProjectCompressionFormatIgnoreHardwareOverride

If set, the HardwareCompressionFormat in the DataDrivenPlatformInfo.ini file will be ignored, and these settings will be used. So, you could set things up using the above settings, use HardwareCompressionFormat to ignore them, and then ignore THAT with this setting, getting back to where you started.

Pak File Compression Method

PakFileCompressionMethod

Specifies the compression method as previously described (for example, Kraken).

Encoder Effort Level for Debug & Development

PakFileCompressionLevel_DebugDevelopment

Specifies the amount of time to spend encoding. This is a number from the previously-described Compression Level settings (3 by default).

Encoder Effort Level for Test & Shipping

PakFileCompressionLevel_TestShipping

Specifies the amount of time to spend encoding. This is a number from the previously-described Compression Level settings (5 by default).

Encoder Effort Level for Distribution

PakFileCompressionLevel_Distribution

Specifies the amount of time to spend encoding. This is a number from the previously-described Compression Level settings (7 by default).

Example Settings

In your BaseGame.ini file, this is a representative set of settings:

[/Script/UnrealEd.ProjectPackagingSettings]
bCompressed=True
PakFileCompressionFormats=Oodle
PakFileAdditionalCompressionOptions=-compressionblocksize=256KB
PakFileCompressionMethod=Kraken
PakFileCompressionLevel_Distribution=7
PakFileCompressionLevel_TestShipping=5
PakFileCompressionLevel_DebugDevelopment=3
bForceUseProjectCompressionFormatIgnoreHardwareOverride=False

Platform-Specific Exceptions

If a given target platform supports hardware data compression, it is likely exposed in the DataDrivenPlatformInfo.ini file in the platform's configuration directory, for example:

[DataDrivenPlatformInfo]
HardwareCompressionFormat=Zlib

However, if you want to bypass the hardware data compression and use Oodle Data anyway, you can set bForceUseProjectCompressionFormatIgnoreHardwareOverride=True in the platform's (Platform)Game.ini file settings.

This will cause the packaging for the target platform to use Oodle Data, rather than the (in this example) hardware zlib.

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