Known Issues
Unreal Engine on Mac
Section titled “Unreal Engine on Mac”Unreal Engine is crashing on Mac version 10.12 (Sierra) or lower with an integrated video card, due to a driver bug. You can resolve this by upgrading to a newer version of Mac, for example, 10.13 (High Sierra).
Using a source checkout with trial packages
Section titled “Using a source checkout with trial packages”All plugins/games that come with Prysm are prebuilt using the latest Unreal Engine version. If you want to run them, you will need to Generate Project Files from your game’s .uproject file and build from source.
Missing Live Views on mobile devices
Section titled “Missing Live Views on mobile devices”There is an issue with the live views that causes them to not be rendered on Android and iOS. As a workaround, you can add a black background behind the live view in the html as shown here:
<div style="background:black;"> <img src="TextureRenderTarget2D'/Game/MapAssets/LiveViews/RenderTargetOnPlayer.RenderTargetOnPlayer'"></div>Android linker failure due to missing reference to LowLevelTasks::FTask::ActiveTask symbol
Section titled “Android linker failure due to missing reference to LowLevelTasks::FTask::ActiveTask symbol”As described in this forum post, when building for android you could hit a linker error:
ld.lld: error: undefined symbol: LowLevelTasks::FTask::ActiveTaskThis error is caused by the Engine’s Core module not exporting LowLevelTasks::FTask::ActiveTask symbol and if you are hitting it, it’s most likely due to targeting an Android NDK API Level above android‑28.
To workaround this issue you can change the targeted NDK API Level to android-28 or lower inside the editor settings.
Missing input for in-world Views on Android
Section titled “Missing input for in-world Views on Android”Input for in-world Views requires getting the Mesh data from the GPU so the plugin can determine the position of the input event in our Prysm View. However, this functionality is not supported by UE4’s GLES implementation for Android.
To have a working input for in-world Views on Android, Support UV From Hit Results should be enabled in the Physics Settings.
Missing input for in-world Views using Vulkan rendering
Section titled “Missing input for in-world Views using Vulkan rendering”Input for in-world Views requires getting the Mesh data from the GPU, but the Vulkan API does not support this yet, so instead the plugin has to access the CPU data, if it is available.
To have a working input for in-world Views using Vulkan, the Allow CPU Access option should be enabled in the Static Mesh settings of the meshes, used for the in-world Views.
Slow loading of UI resources over HTTP(S)
Section titled “Slow loading of UI resources over HTTP(S)”The slow loading of UI resources over HTTP(S) is due to the default Unreal Engine settings for HTTP, making the download of files over HTTP(S) very slow. Large resources will be affected the most, such as 4K images and video files.
By adding this to the Engine.ini configuration of your project or engine, you can significantly optimize the download speeds:
[HTTP]HttpThreadActiveFrameTimeInSeconds=0.00001
[HTTP.Curl]BufferSize=524288To find out more about this problem and the suggested Engine.ini changes, you can check this related community conversation.
Unreal Memory Insights on XboxOne(GDK) and Scarlett
Section titled “Unreal Memory Insights on XboxOne(GDK) and Scarlett”Due to the intrinsic specifics of V8 (the JavaScript VM that Prysm uses) on the Xbox platforms, currently, it is not possible to utilize the Unreal Memory Insights feature for our plugin.
For this reason, if Prysm detects that memory tracing has been enabled on Xbox platforms, Prysm allocations won’t happen through GMalloc, because in such cases GMalloc is actually the allocator that the Memory Insights feature uses. Instead, we utilize the FPlatformMemory::BaseAllocator API, which returns the default platform allocator without the Memory Insights one acting as an intermediary.
Intrusive assert in XboxCommonPlatformMemory on some Unreal versions
Section titled “Intrusive assert in XboxCommonPlatformMemory on some Unreal versions”Between Unreal Engine’s 4.27 and 5.3 versions at one point a conditional log (UE_CLOG) was added to the FXboxCommonPlatformMemory::BaseAllocator() definition in the XboxCommonPlatformMemory.cpp file:
FMalloc* FXboxCommonPlatformMemory::BaseAllocator(){ UE_CLOG(GMallocInstance, LogInit, Fatal, TEXT("FPlatformMemory::BaseAllocator is not expecting be called multiple times") );
CreateMallocInstance(); return GMallocInstance;}Epic’s developers later seem to have realized the unnecessary assertion that this produces, so in 5.3 the code was switched to:
FMalloc* FXboxCommonPlatformMemory::BaseAllocator(){ if (GMallocInstance != nullptr) { return GMallocInstance; }
CreateMallocInstance(); return GMallocInstance;}Unreal Engine 5.6 issues
Section titled “Unreal Engine 5.6 issues”Linux deadlock
Section titled “Linux deadlock”In Unreal Engine 5.6.0 and 5.6.1 there is a chance that a deadlock may occur with Linux builds, due to these changes done for the Vulkan RHI, where RHI submission and interrupt threads, and timeline semaphore got introduced. Although the commit states these threads should be disabled by default, they are not. It is highly recommended to pre-configure your LinuxEngine.ini and LinuxArm64Engine.ini files to include the same Vulkan configurations that Epic have added for Android:
r.Vulkan.Submission.AllowTimelineSemaphores=0r.Vulkan.Submission.UseInterruptThread=0r.Vulkan.Submission.UseSubmissionThread=0r.Vulkan.RHIThread=1r.Vulkan.AllowAsyncCompute=0This should resolve deadlock issues on Linux.
Unreal multiple configuration builds for XboxOne(GDK) and Scarlett
Section titled “Unreal multiple configuration builds for XboxOne(GDK) and Scarlett”Because delay-loading is not available on these platforms (unless you disable OneCore), for the loading of non-system DLLs to succeed, you need to place them next to the target executable. However, if you are performing a multiple configuration build (e.g. Shipping + Development), since our libraries do not currently have a suffix in the name based on the configuration, you can work around this by setting the Target.ExeBinariesSubFolder in your [ProjectName].Target.cs to the Target.Configuration. This will essentially place the executable and DLLs inside [ProjectDir]/Binaries/PlatformName/Config. Here’s an example snippet:
bOverrideBuildEnvironment = true;// This will create a Debug/Development/Test/Shipping subdir in ProjectDir/Binaries/PlatformNameExeBinariesSubFolder = Target.Configuration.ToString();Unreal Engine 5.8 issues
Section titled “Unreal Engine 5.8 issues”Vulkan Dynamic Rendering engine bug
Section titled “Vulkan Dynamic Rendering engine bug”In Unreal Engine 5.8.0 the Vulkan Dynamic Rendering feature has been enabled by default. Unfortunately, a bug that was present in the preview version entered the release before the fix could be applied, which can result in some missing elements in certain cases. Until a patch version applies the fix, the workaround for this bug is to disable the Vulkan Dynamic Rendering feature (effectively returning the default behavior as it was pre-UE5.8) by adding the following to your DefaultEngine.ini project config file:
[/Script/Engine.RendererSettings]r.Vulkan.AllowDynamicRendering=0© 2026 Coherent Labs. All rights reserved.