Frequently Asked Questions
Subscription & Licensing
Do I need an API key?
Only if you're on the Subscription tier. Standard and Perpetual licenses do not use an API key - install the plugin and you're done.
For Subscription users, the API key is emailed automatically after checkout. See the Installation Guide for where to paste it. For the full license comparison, see the licensing page.
Does the Subscription include all features and all platforms?
Yes. The Subscription version includes every feature and works on all supported platforms: Windows, MacOS, iOS, tvOS, Android, Oculus / Meta Quest, and Linux.
Can I package my application using the Subscription version?
Yes. Your application needs an active internet connection for license validation. You can test the Subscription in Shipping configuration. Use the sample project to verify the packaging process works correctly.
What license does the plugin use?
The standard Unreal Engine plugin license and Epic Games EULA apply. See the full Licensing details.
I already bought the plugin - how do I use it now?
Please contact [email protected]. You can continue using the version you purchased, but future engine upgrades and new features require an active license. Existing customers receive a discount.
Platform Support
Does it work on MacOS?
Yes. MacOS is fully supported with hardware-accelerated encoding via AVFoundation. iOS and tvOS are also supported.
Can I test on Oculus / Meta Quest / Android?
Absolutely. All mobile and VR platforms are supported in both Subscription and licensed versions.
Can I use the plugin with a Source / Custom engine build?
Yes, but only in the Editor. For full Source/Custom engine support (including packaging), the Perpetual license with full source code is required. For Editor-only testing, the Epic Launcher engine works fine.
Editor & Build Configuration
Can I use DebugGame Editor?
We recommend using Development Editor or Development instead. Unreal Engine may have difficulty compiling your project under the DebugGame configuration.
Where are recorded videos saved?
When using %auto% as the filename, videos are saved to:
<PROJECT_DIR>/Saved/<timestamp>.mp4You can also specify a custom output path. See the Quick Start Guide for details.
Troubleshooting
It doesn't work - what do I do?
- Subscription users only - make sure your API key is set and the Subscription is active. See the Installation Guide.
- Check the logs - go to
<PROJECT_DIR>/Saved/Logs/and look for errors - Join Discord and share your log file - we'll help you debug it
For a full list of common issues and fixes, see the Troubleshooting page.
Still Have Questions?
- Join our Discord community for quick answers
- Email [email protected] for licensing or business inquiries
