UE Marketplace Editor Plugin v2.6.1 · UE 5.5–5.8

MHA Manager

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.

5 Job Types
35+ Per-Job Options
1–8 Parallel Workers
UE 5.5–5.8 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.

Five Job Types

Mono (single color camera, with UE 5.8 body tracking), Stereo (HMC rigs with automatic depth generation and cleaning), Audio-driven facial animation, plus Stereo Calibration and Identity Create jobs — all in the same queue.

Non-Destructive Depth Clean-Up

An async hole-filling pass for stereo depth sequences that tells background from genuine gaps in the subject and patches only those — writing a new _Cleaned copy so the original capture data is never touched.

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=MHAManager. 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.

Framing Auto-Categorization

A first-frame pose probe classifies each Mono take as full body, upper body, or headshot and applies the matching solve template automatically — mixed shoots sort themselves. (UE 5.8)

Stereo Calibration Jobs

Point the queue at checkerboard takes to generate Camera Calibration assets in batch — with automatic board-pattern detection and an optional OpenCV calib.json export.

Parallel Worker Processes

Raise Max Concurrent Jobs (1–8) and MHA Manager launches separate worker processes that solve takes side by side — real parallelism, not just overlapped stages.

Ingest Auto-Queue

Watches Capture Manager ingest and queues new FootageCaptureData takes as they land — start ingesting on set, come back to a filled queue. (UE 5.7+)

How It Works

01

Add Jobs to the Queue

Open Tools → MHA Manager. 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 Manager

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

Shortcut

Context Menu Actions

Right-click any UFootageCaptureData in the Content Browser to process takes directly — auto-detected or forced Mono/Stereo/Audio, generate a stereo calibration from a checkerboard take, or create a MetaHuman Identity.

Requirements

Engine

  • Unreal Engine 5.5 – 5.8
  • MetaHuman, CaptureData, and ImgMedia plugins (declared dependencies — enabled automatically)
  • MetaHuman Animator Depth Processing plugin from Fab (Stereo jobs only)
  • Markerless Motion Capture plugin from Fab (body tracking, UE 5.8)

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.