UE Marketplace Editor Plugin v1.0 · UE 5.7+

MetaHuman Batch Processor

Queue multiple MetaHuman Animator takes, configure per-job solve options, and run the full performance pipeline — tracking, fitting, and export — without touching each take manually.

3 Job Types
35+ Per-Job Options
4 UI Panels
UE 5.7–5.8 Compatibility

Features

Batch Job Queue

Add as many takes as you need, drag-to-reorder, validate all jobs at once, and kick off the full pipeline with one click.

Three Job Types

Supports Mono (single color camera), Stereo (multi-camera HMC rigs with optional depth generation and cleaning), and Audio-driven facial animation in the same queue.

35+ Per-Job Options

Every MetaHuman performance solve parameter exposed at the job level — frame exclusion, head stabilization, depth clamping, tongue solve, mood presets, and more.

Live Progress & Logging

Per-job progress bars, stage-by-stage timing breakdowns, and a live log stream in the UI. Know exactly where every take is in the pipeline.

Auto Asset Discovery

Automatically finds MetaHuman Identity assets and Camera Calibrations under predictable folder structures — less manual asset wiring per job.

Headless / CI Mode

Run batches from the command line with -run=MHABatch. Load a manifest, process, and exit with a machine-readable exit code — pipeline-ready.

Manifest Save / Load

Save entire queues as .mhajson manifests. Share them across machines, reload a session, or feed them directly into the commandlet.

Property Matrix Bake

The MHA Batch Bake panel lets you bulk-edit existing UMetaHumanPerformance assets and re-bake them without re-processing the full solve.

How It Works

01

Add Jobs to the Queue

Open Window → MHA Batch Processor. Click Add Job, assign a UFootageCaptureData asset, and choose the job type (Mono, Stereo, or Audio).

02

Configure Per-Job Options

Use the dynamic column picker to add exactly the solve options you care about. Edit cells inline — frame exclusion, depth cleaning, head stabilization, tongue solve, and more.

03

Start Batch

Click Start Batch. The plugin validates all jobs, auto-discovers missing assets, generates depth for stereo jobs, and runs each take through the full MetaHuman pipeline.

04

Collect Your Outputs

AnimSequence and LevelSequence assets land in your configured output path. The manifest records every artifact and its state — complete, partial, or failed.

UI Panels

Main

MHA Batch Processor

Job queue, global settings, column picker, per-job progress bars, and live log output.

Editor

MHA Batch Bake

Property matrix editor for bulk-editing and re-baking existing MetaHuman Performance assets.

Debug

Worker Console

Up to 8 live subprocess output streams when running with concurrent jobs enabled.

Shortcut

Context Menu Actions

Right-click any UFootageCaptureData in the Content Browser to queue or process a single take instantly.

Requirements

Engine

  • Unreal Engine 5.7 or later
  • MetaHuman plugin enabled
  • CaptureData plugin enabled
  • ImgMedia plugin (for stereo depth sequences)

Hardware

  • 16 GB RAM minimum (sequential mode)
  • 32+ GB RAM for concurrent jobs
  • NVIDIA GPU recommended
  • DirectX 12 capable GPU

Installation

  • Copy to YourProject/Plugins/
  • Regenerate VS project files
  • Build in Development Editor config
  • Enable via Edit → Plugins if needed

Ready to batch your takes?

Download the plugin, follow the quick-start guide, and stop processing takes one by one.