Global Settings

Global settings apply to every job in the queue. They are configured once in the settings panel at the top of the MHA Manager tab. Settings persist between sessions and are saved in the batch manifest.

Output Path Default: /Game/CaptureManager/Export

Content Browser path where all generated Performance, AnimSequence, and LevelSequence assets are written. The folder is created automatically if it does not exist. Use a project-relative path starting with /Game/.

Do Not Re-Process Solved Takes Default: Enabled

When enabled, any job whose UMetaHumanPerformance asset already exists at the output path is skipped automatically. Useful when re-running a batch after a partial failure — completed jobs are not duplicated.

Max Concurrent Jobs Default: 1

Maximum number of jobs that can be in active processing simultaneously. Sequential mode (1) is the safest and lowest-memory option. Higher values overlap pipeline stages across jobs — one job's export while another's tracking runs — rather than true parallel solves.

Requires 32+ GB RAM for values above 1. Epic's MetaHuman pipeline enforces a global processing lock, so parallel solves within a single editor instance are not possible.
Export AnimSequence Default: Enabled

Bakes the solved performance into a UAnimSequence asset on the MetaHuman skeleton. Disable if you only need the raw Performance asset.

Export LevelSequence Default: Disabled

Additionally bakes the animation into a ULevelSequence asset with a Sequencer track ready for cinematic use.

Force Export Animation Default: Disabled

Re-exports a job's AnimSequence even when Overwrite Existing Assets is off and an AnimSequence already exists at the output path. Only affects AnimSequence export — other asset types (Performance, LevelSequence) still respect the overwrite setting.

Use this when you've changed export settings (curve interpolation, head movement, etc.) and want updated animation without re-running the full solve or touching other output assets.
Auto-Open After Export Default: Disabled

Opens the exported AnimSequence in its asset editor automatically when a job completes. Has no effect in headless/CI runs.

Use MetaHuman ID for Output Mesh Default: Enabled

When enabled, the exported AnimSequence targets the skeleton of the specific UMetaHumanIdentity assigned to the job. When disabled, a generic archetype skeleton is used instead — useful if the Identity is a placeholder.

Reduce Keys Default: Disabled

Applies keyframe reduction as a post-process step after export. Removes redundant keys to reduce AnimSequence file size and runtime cost. May introduce subtle smoothing on fast facial motion.

Force D3D12 Default: Disabled

Forces the Direct3D 12 graphics backend for the performance solve. Some systems see better GPU utilization with D3D12. Leave disabled unless you have a specific reason to override the project's default RHI.

Add Skeleton Compatibility Default: Enabled

Auto-registers a body export's target skeleton as compatible with the MetaHuman base skeleton, so Face and Body animation can be retargeted and played back together without a manual compatibility setup step.

Body Target Skeletal Mesh Default: Plugin default (SKM_Body)

Global default USkeletalMesh used for body-tracked jobs whose Body Export Skeleton is set to Existing Skeleton. Any per-job Body Target Mesh override takes priority over this.

Retargeter Output Path Default: /Game/CaptureManager/BodyTrackerTargets

Content Browser folder where + Create Retargeter... saves new IK Retargeter assets, named RTG_SMPL_<MeshName> automatically.

Blueprint Name Prefix Default: BP_

Name prefix used by Create Blueprint... for Visualization Blueprints, saved to RetargeterOutputPath/<MeshName>/<Prefix><MeshName>. Change this to something distinct from BP_ so intermediary visualization Blueprints sort or filter apart from your regular gameplay Blueprints in the Content Browser.

Default Control Rig Class Default: Engine default

Global default UControlRig class applied to a job's Performance visualization object when the job has no per-job Control Rig override.