Global Settings

Global settings apply to every job in the queue. They are configured once in the settings panel at the top of the MHA Batch Processor tab. Settings persist between sessions and are saved in the batch manifest.

Output Path Default: /Game/MHA_Batch

Content Browser path where all generated Performance, AnimSequence, and LevelSequence assets are written. The folder is created automatically if it does not exist. Use a project-relative path starting with /Game/.

Do Not Re-Process Solved Takes Default: Enabled

When enabled, any job whose UMetaHumanPerformance asset already exists at the output path is skipped automatically. Useful when re-running a batch after a partial failure — completed jobs are not duplicated.

Max Concurrent Jobs Default: 1

Maximum number of jobs that can be in active processing simultaneously. Sequential mode (1) is the safest and lowest-memory option. Higher values overlap pipeline stages across jobs — one job's export while another's tracking runs — rather than true parallel solves.

Requires 32+ GB RAM for values above 1. Epic's MetaHuman pipeline enforces a global processing lock, so parallel solves within a single editor instance are not possible.
Export AnimSequence Default: Enabled

Bakes the solved performance into a UAnimSequence asset on the MetaHuman skeleton. Disable if you only need the raw Performance asset.

Export LevelSequence Default: Disabled

Additionally bakes the animation into a ULevelSequence asset with a Sequencer track ready for cinematic use.

Use MetaHuman ID for Output Mesh Default: Enabled

When enabled, the exported AnimSequence targets the skeleton of the specific UMetaHumanIdentity assigned to the job. When disabled, a generic archetype skeleton is used instead — useful if the Identity is a placeholder.

Reduce Keys Default: Disabled

Applies keyframe reduction as a post-process step after export. Removes redundant keys to reduce AnimSequence file size and runtime cost. May introduce subtle smoothing on fast facial motion.

Force D3D12 Default: Disabled

Forces the Direct3D 12 graphics backend for the performance solve. Some systems see better GPU utilization with D3D12. Leave disabled unless you have a specific reason to override the project's default RHI.