Quick Start

The fastest path to results — a single Mono job from open panel to exported AnimSequence. Assumes the plugin is already installed and the required engine plugins are enabled.

New to MetaHuman Animator? You'll need a UFootageCaptureData asset and a UMetaHumanIdentity asset already set up in your project before continuing. These are created through the standard MetaHuman Animator workflow in the editor.
1

Open the Batch Processor panel

From the menu bar, go to Window → MHA Batch Processor. The panel will dock into the editor. You can float or re-dock it anywhere.

qs-panel-empty.webp The MHA Batch Processor tab open and docked — empty queue, Global Settings panel visible at top
The batch processor panel on first open — empty queue with Global Settings at the top
2

Set your output path

In the Global Settings panel at the top, set Output Path to a Content Browser folder where generated assets should land — for example /Game/Captures/Processed. The default is /Game/MHA_Batch.

3

Add a Mono job

Click Add Job. A new row appears in the queue. Set the job type to Mono, then assign your assets in the row's cells:

Column What to assign
Capture Data Your UFootageCaptureData asset
Identity Your UMetaHumanIdentity asset

If both assets are under a predictable folder structure, the plugin may auto-discover the Identity — check the cell before assigning manually.

qs-job-configured.webp Queue showing one Mono job row with Capture Data and Identity cells filled in
A configured Mono job — Capture Data and Identity assigned, job type set to Mono
4

Start the batch

Click Start Batch. The plugin will validate the job, then run it through the full pipeline:

Validate Input Process Performance Export Outputs Save Assets

Progress is shown per-job in the queue row. The log panel below the queue streams live output from the solver.

qs-batch-running.webp Panel mid-process — job row showing progress bar and current stage label, log panel scrolling below
The batch running — per-job progress bar and live log output visible
5

Find your outputs

When the job completes, your generated assets appear in the output path you set in step 2:

Asset type Description
UMetaHumanPerformance The solved performance — re-processable any time
AnimSequence Baked facial animation on the MetaHuman skeleton
LevelSequence Sequencer-ready animation track (if enabled in Global Settings)
qs-content-browser-output.webp Content Browser showing the output folder — Performance asset, AnimSequence, and LevelSequence visible
Generated assets in the Content Browser after a successful batch
Processing multiple takes? Add more jobs before clicking Start Batch — you don't need to run them one at a time. The queue processes them sequentially and saves a manifest automatically at Saved/MHABatchProcessor/batch.mhajson when done.