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.
When disabled, generated Performance and animation assets are saved next to the source Capture Data asset. Enable it to collect everything in one Content Browser folder instead — use a project-relative path starting with /Game/.
Places all generated assets directly in the UE Export Directory. Disable to create a per-take subfolder named after the source Capture Data's folder.
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.
How many takes are solved simultaneously (1–8). Sequential mode (1) is the safest and lowest-memory option. Values above 1 launch separate worker processes that each solve a take side by side — real parallelism, since Epic's MetaHuman pipeline only allows one solve per editor instance.
Bakes the solved performance into a UAnimSequence asset on the MetaHuman skeleton. Disable if you only need the raw Performance asset.
Additionally bakes the animation into a ULevelSequence asset — framed, self-lit, and playable on its own. The lighting rig, face binding, and preview backdrop have their own settings; see Level Sequence Preview.
Writes the job-appropriate FBX for Maya, Blender, and other DCC tools. One toggle, not two — the form is derived from the solve: body-tracking jobs get the baked-joint <name>_DCC.fbx, face jobs get the animator-editable Control Rig <name>_CR.fbx. See Exports.
Writes the take's audio beside the exported FBX as <AnimName>.wav, trimmed and timecode-aligned to the same range the FBX animation covers, so audio and animation line up at frame 0 in the DCC. Skipped when the take has no audio track.
Disk folder where the FBX files are written. Open Export Folder in the toolbar opens whatever it is currently set to.
Folder structure under the export directory: Per Take (a subfolder per source take), Actor / Part (<Actor>/Face or /Body), or Flat (everything in one folder).
Overwrites assets at the output path if they already exist. Disable to protect previously exported assets from being replaced on re-runs.
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.
Opens the exported AnimSequence in its asset editor automatically when a job completes. Has no effect in headless/CI runs.
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.
Thins the Control Rig bake before FBX export. The bake writes one key per frame on every channel and Epic's own Control Rig FBX exporter has no key-reduction option, so dense bakes stay dense. This drops keys that do not meaningfully change the curve, refitting tangents to compensate, shrinking the file with minimal visual difference.
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.
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.
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.
Content Browser folder where + Create Retargeter... saves new IK Retargeter assets, named RTG_SMPL_<MeshName> automatically.
Solve Defaults — per-category templates
The Solve Defaults section — pick a category, edit its template with the same panel a real job uses

New jobs inherit their starting solve options from one of three templates, chosen by the job's solve category: Mono, Stereo, or Audio. Set your preferred options once per category instead of per job. The Solve Defaults section in the settings panel shows a 3-way picker above an embedded job-settings panel — it is the same widget used for a queued job, editing the chosen template instead of a specific job.
A new job is seeded from the template matching its category at creation time. If a queued
job's category later changes (e.g. its Type changes from Mono to Stereo), its options are
re-seeded from the newly matching template — frame exclusions marked on the job are
preserved, everything else resets. Asset-picker fields you leave empty are pre-filled with
the engine's real defaults on startup, so the UI shows the actual asset that will be used;
your own choices are never overwritten. The Stereo and Audio templates default their Control
Rig Class to Face_ControlBoard_CtrlRig — the only rig whose control names line
up with MetaHuman's facial curve data.
Stereo Calibration settings
These settings control Stereo Calibration jobs queued from checkerboard takes. A bad calibration poisons the depth of every take built on it, so the two quality gates below sit upstream of processing.
Checkerboard dimensions measured in squares, not inner corners. The defaults match Epic's shipped calibration board (11 x 16 squares). With the board override off these are learned state — the auto-detect probe writes its winning dimensions back here to seed the next run.
Physical size of one board square. This cannot be measured from footage — a wrong value silently scales the stereo baseline and therefore all reconstructed depth. Measure your printed board. Only takes effect while Override Default Board is on.
Off, the plugin assumes Epic's shipped board and lets Board Pattern and Square Size auto-detect. On, your Board Pattern W/H and Square Size are pinned verbatim — the probe only tries them and their swapped orientation, and detection never writes back over them. Use this for a non-Epic board. You can save named boards as presets in this sub-section and switch between them.
Probes a handful of frames across the take with candidate board sizes (your setting, its transpose, an inner-corner misentry, Epic's board) before committing to the full-take scan. If nothing detects, the job fails in seconds with a clear error — wrong board dimensions are the most common cause of "calibration runs forever and produces nothing".
Rejects blurry frames during calibration frame selection, and auto-tunes — the last winning value is stored and reused on locked-frame retries. If fewer than 10 frames pass, one retry runs with the filter disabled; final quality is then judged by Max RMS Error.
The primary quality gate. Calibration is ranked by out-of-sample validation RMS — error measured on frames it did not train on — because a solve's own training error overfits and hides a bad result. Above this value the job pauses as PoorCalibrationQuality.
A second, coarser gate on Epic's 0–1 diagnostics score, evaluated against the consuming take's own footage. It catches structurally broken calibrations (a wrong-route solve scores around 0.2) but cannot rank frame-set quality — a slightly worse calibration can score marginally higher. Leave it as a structural safety net; do not tighten it expecting finer quality discrimination. Below this value the job pauses.
Also writes an OpenCV-model calib.json into the take's footage folder on disk, in the format Capture Manager's stereo HMC ingest reads. An existing calib.json is never overwritten.