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.
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/.
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.
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.
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 with a Sequencer track ready for cinematic use.
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.
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.
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.
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.
Global default UControlRig class applied to a job's Performance visualization object when the job has no per-job Control Rig override.