Module Overview
The LCK SDK is organized into modular runtime modules, each with specific responsibilities and loading phases.Loading Phases
| Module | Phase | Platform | Description |
|---|---|---|---|
| LCKVulkan | EarliestPossible | Android | Vulkan interop initialization |
| LCKCore | PostDefault | All | Core recording and subsystems |
| LCKAudio | PostDefault | All | Audio capture framework |
| LCKWindowsEncoder | PostDefault | Win64 | Media Foundation encoder |
| LCKAndroidEncoder | PostDefault | Android | NDK MediaCodec encoder |
| LCKAndroidGallery | PostDefault | Android | Media gallery integration |
| LCKTablet | Default | All | Tablet UI and camera control |
| LCKUI | Default | All | UI components |
| LCKFMOD | Default | All | FMOD integration |
| LCKWwise | Default | Win64, Android | Wwise integration |
| LCKVivox | Default | All | Vivox voice chat |
| LCKOboe | Default | Android | Google Oboe microphone |
EarliestPossible modules load before the engine is fully initialized. This is required for Vulkan interop on Android.
Module Dependencies
Build.cs Configuration
Module loading from plugin settings
Plugin settings warning when enabling multiple Game and Audio sources

Core Modules
LCKCore
The foundation module providing:ULCKRecorderSubsystem- Low-level recording controlULCKTelemetrySubsystem- AnalyticsULCKDeveloperSettings- Project configurationILCKEncoderFactory- Encoder abstraction
LCKAudio
Audio capture framework:ILCKAudioSourceinterfaceFLCKAudioMixfor combining sources- Audio channel management
LCKTablet
High-level tablet functionality:ULCKSubsystem- World subsystemULCKService- Recording serviceALCKTablet- Tablet actorULCKTabletDataModel- State management
LCKUI
3D UI components:ULCKButton- Interactive buttonsULCKSlider- Slider controls- Recording state visualization
Platform-Specific Modules
- Windows
- Android
LCKWindowsEncoder
Windows Media Foundation implementation:- H.264 video encoding
- AAC audio encoding
- MP4 muxing
Audio Plugin Modules
Priority Order
When multiple audio plugins are available, LCK uses this priority:- LCKFMOD (highest priority for game audio)
- LCKWwise
- LCKUnrealAudio (built-in, always available)
Only ONE game audio source is active at a time. Microphone and voice chat can run alongside game audio.
LCKFMOD
FMOD Studio integration:- DSP-based capture from master bus
- Zero-copy audio pipeline
- Automatic FMOD detection
LCKWwise
Audiokinetic Wwise integration:- Output capture callback
- 3rd-order ambisonic support
- Stereo downmix
LCKVivox
Vivox voice chat:- Microphone capture
- Incoming voice capture
- Thread-safe callbacks
LCKOboe (Android only)
Google Oboe microphone:- Low-latency audio input
- AAudio/OpenSL ES abstraction
- Optimized for Quest