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Plugin Installation

From Source

1

Unzip the LCKGame project

  1. Unzip the LCKGame project LCKGame folder
2

Generate Visual Studio project files

  1. Generate Visual Studio project files
You may need to select ‘Show More Options’ to see the below options.Generate VS project files
3

Open the .sln and build

  1. Open the .sln generated and build the project. Visual Studio build
4

Locate Plugins

You can find the LCK plugins inside the /Plugins folder:Core:
  • LCK (required)
  • LCKUI
  • LCKTablet
  • LCKUnrealAudio
Platform-specific:
  • LCKOboe (Android microphone)
Audio Middleware (disabled by default):
  • LCKFMOD (requires FMODStudio)
  • LCKWwise (requires Wwise)
  • LCKVivox (requires VivoxCore)

Required Plugins

LCK

Required - Core recording functionality including encoding and capture

LCKAudio

Required - Audio source interface and mixing

Optional Plugins

  • LCKUI - 3D UI component library
  • LCKTablet - Complete virtual tablet interface
  • LCKUnrealAudio - Unreal Engine native audio
  • LCKOboe - Android low-latency microphone
These plugins require you to download and install third-party plugins:
  • LCKFMOD - FMOD Studio integration (requires FMODStudio plugin)
  • LCKWwise - Audiokinetic Wwise integration (requires Wwise plugin)
  • LCKVivox - Vivox voice chat capture (requires VivoxCore plugin)

Enabling Audio Middleware Plugins

LCKFMOD, LCKWwise, and LCKVivox plugins are disabled by default and will NOT compile without their respective third-party plugins installed. Only enable them after installing the required plugins.
1

Download the required plugin

2

Install the plugin

Copy the downloaded plugin to your project’s Plugins/ folder.
3

Enable in LCKGame.uproject

Edit LCKGame.uproject and set the plugins to "Enabled": true:For FMOD:
{ "Name": "FMODStudio", "Enabled": true },
{ "Name": "LCKFMOD", "Enabled": true }
For Wwise:
{ "Name": "Wwise", "Enabled": true },
{ "Name": "WwiseSoundEngine", "Enabled": true },
{ "Name": "LCKWwise", "Enabled": true }
For Vivox:
{ "Name": "VivoxCore", "Enabled": true },
{ "Name": "LCKVivox", "Enabled": true }

Module Dependencies

Add the required modules to your .Build.cs file:
PublicDependencyModuleNames.AddRange(new string[] {
    "LCKCore",
    "LCKAudio"
});

Platform Configuration

Windows Setup

No additional configuration required. The SDK uses Windows Media Foundation for encoding.Requirements:
  • Windows 10 or later
  • DirectX 11 compatible GPU
  • AVCodecsCore plugin enabled
; DefaultEngine.ini - No changes needed

Project Settings

Navigate to Project Settings > Plugins > LCK SDK:
SettingTypeDescription
Tracking IDStringUUID v4 identifier for analytics (required)
Game NameStringYour application’s display name (required)
Profile_SDStruct1280x720 quality preset
Profile_HDStruct1920x1080 quality preset
Profile_2KStruct2560x1440 quality preset
Profile_4KStruct3840x2160 quality preset

Quality Profile Settings

Each profile contains:
USTRUCT(BlueprintType)
struct FLCKRecordingProfile
{
    int32 Width;
    int32 Height;
    int32 Framerate;
    int32 VideoBitrate;
    int32 AudioBitrate;
    int32 Samplerate;
};
Start with SD (1280x720) profiles for VR standalone devices like Meta Quest to ensure smooth performance.

Verification

After installation, verify the SDK is working:
#include "LCKSubsystem.h"
#include "Features/IModularFeatures.h"
#include "ILCKAudioSource.h"

void AMyActor::VerifyLCKSetup()
{
    // Check subsystem
    ULCKSubsystem* Subsystem = GetWorld()->GetSubsystem<ULCKSubsystem>();
    if (Subsystem && Subsystem->GetService())
    {
        UE_LOG(LogTemp, Log, TEXT("LCK Service initialized"));
    }

    // Check audio sources
    TArray<ILCKAudioSource*> AudioSources;
    IModularFeatures::Get().GetModularFeatureImplementations<ILCKAudioSource>(
        ILCKAudioSource::GetModularFeatureName(),
        AudioSources
    );
    UE_LOG(LogTemp, Log, TEXT("Found %d audio sources"), AudioSources.Num());
}

Troubleshooting

  • Verify plugin is in the correct Plugins/ directory
  • Regenerate project files (right-click .uproject > Generate Project Files)
  • Check Output Log for loading errors
  • Ensure the plugin is enabled in .uproject file
  • Verify module name spelling matches exactly
  • Check for circular dependencies
  • Verify Vulkan is enabled
  • Check NDK version compatibility
  • Ensure permissions are added to manifest