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This page lists known issues in the current SDK version. We actively work to resolve these in future updates.

Currently Known Issues

4K recording may impact performance on Quest 2

Severity: MediumDescription: Quest 2 hardware limitations make 4K video encoding performance-intensive. Recording at 4K while playing demanding games may cause frame drops.Affected:
  • Meta Quest 2 only
  • 4K (2160p) quality profile
  • Games with high GPU usage
Workaround:
  • Use HD (1080p) at 30 FPS for Quest 2
  • Reserve 4K for Quest 3/Pro
  • Use 2K (1440p) as a middle ground
Status: By design - hardware limitation
Severity: LowDescription: Very long recordings (30+ minutes) may experience slight audio/video synchronization drift, typically 1-2 frames by the end.Affected:
  • All platforms
  • Recordings exceeding 30 minutes
Workaround:
  • Split long recording sessions into shorter segments
  • Use external video editor to resync if needed
Status: Investigating improved sync algorithm
Severity: LowDescription: The first frame of a recording may occasionally be black due to render target initialization timing.Affected:
  • All platforms
  • First frame only
Workaround:
  • Start preview mode briefly before recording
  • Trim first frame in video editor
Status: Fix in development
Severity: LowDescription: LCK Wwise integration supports up to 3rd-order ambisonics (16 channels). Higher-order ambisonic audio will be truncated.Affected:
  • Games using Wwise with higher-order ambisonics
  • Rare use case
Workaround:
  • Configure Wwise to output 3rd-order or lower
  • Use stereo output mode
Status: No current plans for higher-order support
Severity: HighDescription: LCK requires Vulkan on Android. OpenGL ES does not support the texture interop needed for efficient video encoding.Affected:
  • Android builds using OpenGL ES
  • Older projects not migrated to Vulkan
Workaround:
  • Enable Vulkan in Project Settings > Platforms > Android
  • Remove OpenGL ES from supported graphics APIs
Status: By design - Vulkan required for performance
Severity: LowDescription: When changing quality profiles while preview is active, there may be a brief flicker as the render target is recreated.Affected:
  • All platforms
  • Quality profile changes during preview
Workaround:
  • Quality changes are disabled during recording
  • Brief flicker is cosmetic only
Status: Low priority - cosmetic issue

Platform-Specific Issues

Windows

IssueDescriptionWorkaround
DirectX 12 not testedDX12 support is experimentalUse DX11 or Vulkan
Some laptops have encoder issuesIntegrated GPU may lack encoderUse discrete GPU

Android

IssueDescriptionWorkaround
API < 29 storage issuesScoped storage complicationsTarget API 29+
Some devices fail encodingRare device-specific encoder issuesCheck device compatibility

Resolved Issues

Recent fixes in SDK version 0.9.2:
IssueResolution
Memory leak in audio mixerFixed - proper cleanup on stop
Crash on rapid start/stopFixed - added state validation
Incorrect framerate on some Quest buildsFixed - proper timing source

Reporting Issues

Found an issue not listed here?

Report it on GitHub or contact us directly.When reporting, please include:
  • SDK version
  • Unreal Engine version
  • Platform and device
  • Steps to reproduce
  • Log files (LogLCK, LogLCKEncoding)

Enabling Debug Logging

To help diagnose issues, enable verbose logging:
; DefaultEngine.ini
[Core.Log]
LogLCK=VeryVerbose
LogLCKEncoding=VeryVerbose
LogLCKAudio=VeryVerbose

Collecting Logs

Windows:
%LOCALAPPDATA%/YourGame/Saved/Logs/
Android:
adb logcat | grep -E "LogLCK|LogLCKEncoding"

See Also