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Unreal Engine on a Mac: each version is tens of GB before your first project

Every engine version installs separately, and projects keep caches that rebuild. How to trim the install, clear the Derived Data Cache, and clean projects.

5 min read

Unreal Engine is one of the largest things you can install on a Mac. Each version installs separately, often tens of GB, and each project adds its own intermediate files and caches.

du -sh /Users/Shared/Epic\ Games/* 2>/dev/null
du -sh ~/Library/Application\ Support/Epic 2>/dev/null
find ~ -maxdepth 4 -type d -name DerivedDataCache -prune -exec du -sh {} + 2>/dev/null

Trim the engine install

In the Epic Games Launcher, open Unreal Engine, Library, click the arrow next to a version and choose Options. Untick what you do not use: target platforms such as Android or Linux, Starter Content, Templates and Feature Packs, and Editor symbols for debugging, which is very large. Remove old engine versions from the same screen.

The Derived Data Cache

The engine caches compiled shaders and processed assets so the editor opens faster next time. There is a shared cache for all projects and one inside each project. Both are rebuilt if deleted; the next launch is slow while shaders compile.

Cleaning a project

Folder in the projectSafe to delete?
IntermediateYes, rebuilt
DerivedDataCacheYes, rebuilt
SavedMostly logs and autosaves; check first
BinariesYes for Blueprint projects, rebuilt for C++
Content, Config, SourceNo, that is the project

Game engine storage in general: Mac storage for game developers. A lighter engine: Godot.

Common questions

How much space does Unreal Engine take on a Mac?

Tens of GB per engine version, more with every target platform and debugging symbols installed.

Can I delete Unreal's Derived Data Cache?

Yes. It rebuilds, but the next launch is slow while shaders compile again.

Which folders in an Unreal project are safe to delete?

Intermediate and DerivedDataCache, and Binaries for Blueprint-only projects. Never Content, Config or Source.

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