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.
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.
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.
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.
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:
UFootageCaptureData asset UMetaHumanIdentity asset If both assets are under a predictable folder structure, the plugin may auto-discover the Identity — check the cell before assigning manually.
Start the batch
Click Start Batch. The plugin will validate the job, then run it through the full pipeline:
Progress is shown per-job in the queue row. The log panel below the queue streams live output from the solver.
Find your outputs
When the job completes, your generated assets appear in the output path you set in step 2:
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) Saved/MHABatchProcessor/batch.mhajson when done.