Exports
A finished job is only as useful as what it leaves behind. This page covers every output the plugin can write — engine assets, FBX for a DCC, audio, Level Sequences — where each one lands, and how it is named.
What each job produces
Where engine assets land
By default, generated assets are written next to the take they came from — the same content folder as the source Capture Data — so outputs stay with their footage and two takes can never collide.
Turning on a custom output path sends everything to one folder instead. That folder can be
flat, or split per take: with flat export off, each take gets a subfolder named after its
source Capture Data folder. Audio jobs have no capture data to derive a folder from, so they
always land in the output path directly — Wwise-sourced jobs get their own
Wwise subfolder underneath it, because a sound designer's take names can collide
with a local WAV of the same name.
Re-running a take that already has an AnimSequence is skipped by default. Force the export to re-run when you need to re-cut an existing solve, and use overwrite to control whether an existing asset is replaced or a new one created.
The FBX form gate
There is one Export FBX for DCC toggle, not two. Which FBX form a job writes is derived from the solve, never picked by hand:
_DCC.fbx Raw baked-joint skeleton. A full-body solve has no Control Rig to export. (Mono face-only, Stereo, Audio)
_CR.fbx The animator-editable Face Control Rig. A dense baked face FBX is intentionally never produced.
The type suffix is always appended, so the two forms can never collide as <Name>.fbx.
Control Rig bakes write one key per frame on every channel and Epic's own FBX exporter has no
key-reduction option, so there is a setting to thin the bake first — it drops keys that do not
meaningfully change the curve and refits tangents, shrinking the file with minimal visual
difference.
FBX folder layout
FBX files go to a folder on disk, not into the project. The default is
<ProjectSaved>/MHAManager/Exports; Open Export Folder in the
toolbar opens whatever it is currently set to. Three layouts:
<Take>/ Default. A subfolder named after the source Capture Data's folder. <Actor>/Face|Body/ Actor parsed from the Imports/<Actor>/ path; falls back to the take folder when there is no actor segment, so takes still cannot overwrite each other. <ProjectSaved>/MHAManager/Exports/
Aaron_Take01/
Aaron_Take01_CR.fbx face Control Rig
Aaron_Take01.wav take audio, one per job
MonoBody_Take02/ body job, Both skeleton modes
Performer/
MonoBody_Take02_Performer_DCC.fbx
Retarget/
MonoBody_Take02_Retarget_DCC.fbx
MonoBody_Take02.wav The take audio carries no type suffix and no per-pass subfolder — one WAV serves every FBX in the job.
Body export skeleton modes
Body-tracking jobs choose which skeleton the body animation is delivered on:
_Performer and _Retarget. Body animation can also be registered as compatible with the MetaHuman base skeleton, so a body AnimSequence plays back on a MetaHuman rig without a manual compatibility step.
Where the settings live
All of the above is configured under Export and Output in Global Settings. Frame range, body tracking, and the other per-take choices are in Per-Job Options. Exported paths and states are recorded per job in the manifest.