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.
Expression limits on the way out
A job that names a Curve Limit Profile exports through it: the AnimSequence, the Level Sequence Control Rig bake and the FBX all carry the limited curves, and the job logs what each limit actually did. The solved Performance stays raw, so Re-Export after editing the profile regenerates every output without re-solving. See Expression Limits.
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.