Quick answer: Assign textures the correct Texture Group and Compression Settings (e.g. BC7 or default DXT) and set a Maximum Texture Size so they cook compressed and downscaled for the target platform.
Unreal compresses textures at cook time based on their Compression Settings and Texture Group. Misconfigured textures (UI set to uncompressed, or huge max size) cook far larger than needed. Correcting the group and a max size reclaims the space.
How to fix it
1. Check the texture's compression
Open the texture and review Compression Settings and the assigned Texture Group. Default and Masks groups use efficient block compression; uncompressed settings bloat the cook.
2. Set a maximum in-game size
Use Maximum Texture Size or LOD bias so high-resolution source textures cook down to the largest size actually displayed, especially for mobile.
3. Use the size map
Right-click an asset and choose Size Map to see cooked sizes, then fix the largest offenders and recook to confirm the package shrank.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.