Installation

Three ways to get the plugin into your project. The Epic Games Launcher and the manual zip drop both use precompiled binaries and need no compiler. Build from source only to modify the plugin or target a specific engine build.

Requirement Needs Notes
Operating system Windows 10 / 11 (64-bit) Editor-only plugin — no runtime, Mac, or Linux target
Unreal Engine 5.7 - 5.8 Match the binary build to your engine version, or build from source
RAM 16 GB minimum The queue solves one take at a time
GPU Discrete GPU required The MetaHuman solver needs real hardware, so headless -nullrhi is unsupported
Disk SSD, take-dependent Stereo depth EXR sequences run tens to hundreds of MB per take
Network Only for Identity Create The cloud AutoRig login runs in an interactive editor session (see Job Types)
Recommended for most users. No compiler or Visual Studio needed.
1

Open the Epic Games Launcher

Launch the Epic Games Launcher and sign in. Navigate to Unreal Engine → Library using the left sidebar.

2

Find the plugin in your Vault

Scroll down past your engine installations to the Fab Library section. Find MHA Manager — use the search bar if you have many items. If it isn't in your library yet, purchase or claim it on Fab first.

3

Choose how to install it

You have two options on the plugin card:

Install to Engine

Installs the plugin engine-wide for a specific UE version. Available in every project using that engine — but must be enabled per project via Edit → Plugins.

Engine/Plugins/Marketplace/MHAManager/
Add to Project

Copies the plugin directly into a single project's Plugins/ folder. Only available in that project, but auto-enabled on install. Best if you only need it for one project.

YourProject/Plugins/MHAManager/
4

Let the editor enable the dependency plugins

The engine plugins MHA Manager requires are declared as dependencies — when you enable MHA Manager, the editor offers to enable them for you. Accept the prompt and restart when asked. These are the auto-enabled dependencies:

Plugin name Where it comes from Required for
MetaHuman Engine All job types — the MetaHuman Animator pipeline
CaptureData Engine All job types — footage import assets
ImgMedia Engine Image and depth sequence loading

Two more Epic plugins come from Fab for free — install them to the engine via the Epic Games Launcher, or into your project's Plugins/ folder. Mono (face) and Audio jobs need neither.

Plugin name Fab listing Required for
MetaHumanDepthProcessing MetaHuman Animator Depth Processing Required by Stereo and Identity Create jobs — depth generation is their first stage
MetaHumanBodyTracker MetaHuman Animator Markerless Motion Capture Optional — body tracking and the framing probe (UE 5.8)
Depth Processing is the one plugin the editor will not enable for you. MHA Manager declares it, but the engine copy has no default-enable flag, so a brand-new project needs it ticked once in Edit → Plugins. Without it, every Stereo and Identity Create job fails at its first stage with "Unable to generate depth images. Please make sure Depth Processing plugin is enabled."
Capture Manager: the engine's CaptureManagerEditor plugin produces the Footage Capture Data assets the watcher picks up, and on UE 5.8 runs the in-editor ingest behind Add Jobs -> External Footage.
5

Verify the plugin is active

Search for MHA Manager in the Plugins browser — it should show as enabled. Then open Tools → MHA Manager from the menu bar. The queue panel should appear. You're ready.