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
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
- Use HD (1080p) at 30 FPS for Quest 2
- Reserve 4K for Quest 3/Pro
- Use 2K (1440p) as a middle ground
Audio sync drift in recordings over 30 minutes
Audio sync drift in recordings over 30 minutes
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
- Split long recording sessions into shorter segments
- Use external video editor to resync if needed
First frame may be black
First frame may be black
Severity: LowDescription:
The first frame of a recording may occasionally be black due to render target initialization timing.Affected:
- All platforms
- First frame only
- Start preview mode briefly before recording
- Trim first frame in video editor
Wwise ambisonic channels beyond 3rd order unsupported
Wwise ambisonic channels beyond 3rd order unsupported
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
- Configure Wwise to output 3rd-order or lower
- Use stereo output mode
OpenGL ES not supported on Android
OpenGL ES not supported on Android
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
- Enable Vulkan in Project Settings > Platforms > Android
- Remove OpenGL ES from supported graphics APIs
Preview may flicker during quality change
Preview may flicker during quality change
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
- Quality changes are disabled during recording
- Brief flicker is cosmetic only
Platform-Specific Issues
Windows
| Issue | Description | Workaround |
|---|---|---|
| DirectX 12 not tested | DX12 support is experimental | Use DX11 or Vulkan |
| Some laptops have encoder issues | Integrated GPU may lack encoder | Use discrete GPU |
Android
| Issue | Description | Workaround |
|---|---|---|
| API < 29 storage issues | Scoped storage complications | Target API 29+ |
| Some devices fail encoding | Rare device-specific encoder issues | Check device compatibility |
Resolved Issues
Recent fixes in SDK version 0.9.2:| Issue | Resolution |
|---|---|
| Memory leak in audio mixer | Fixed - proper cleanup on stop |
| Crash on rapid start/stop | Fixed - added state validation |
| Incorrect framerate on some Quest builds | Fixed - 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)