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Everything here happens on the Runtime Asset Storage page. Files are managed per region — the table shows Files in {region} for whichever region is selected at the top.

Upload files

Drag files anywhere onto the page, or click Upload and pick them (multiple files at once is fine). Each row shows a progress bar while uploading; the File URL appears as soon as the upload completes, and the file becomes fetchable once its Sync badge turns Synced.
Don’t upload Unreal Engine builds here — those belong on your project’s Builds page and don’t count against this quota.

Replace a file

Upload a file with the same name into the same region and you’ll be prompted to replace the existing one. After replacing, copy the File URL again from the table and make sure it matches what your app references — treat the URL in the table as the source of truth.

Delete files

Delete a single file with its row’s trash icon, or select multiple files and use Delete selected.
Deletion is permanent, and it takes effect at runtime: any Unreal app loading that File URL stops receiving the file immediately. Make sure nothing live depends on it first.

Export a manifest

Select files and click Export manifest to download a manifest of their names and File URLs — a handy record of what your app references, per environment or release.

Storage quota and packs

The Total storage card shows your usage against your quota, which is shared across all regions:
  • 1 GB included with your subscription.
  • 10 GB packs at €20/month each, added or removed anytime via Buy more storage.
Uploads are blocked once you’re at quota — the page shows a Storage full badge, and the upload prompt tells you how much space you’re using. Free up space by deleting files or add a pack.

Next

Runtime Asset Storage overview

Regions, sync, and how access works.

Billing

How storage packs appear on your subscription.