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.
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
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).
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.
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.
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
MHA Batch Processor
Job queue, global settings, column picker, per-job progress bars, and live log output.
MHA Batch Bake
Property matrix editor for bulk-editing and re-baking existing MetaHuman Performance assets.
Worker Console
Up to 8 live subprocess output streams when running with concurrent jobs enabled.
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.