Installation

Two ways to get the plugin into your project. Precompiled binaries are the fastest path — no Visual Studio required. Build from source if you need 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 5.5 – 5.8 Match the binary build to your engine version, or build from source
RAM 16 GB minimum Sequential is stable on 16 GB; 32 GB+ suits 2 concurrent workers, 64 GB+ for 3–4
GPU Discrete GPU required The MetaHuman solver needs real hardware — headless -nullrhi is unsupported; RTX-class recommended
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)
Concurrency is controlled by Max Concurrent Jobs in Global Settings — leave it at 1 (sequential) unless you have the RAM and a workstation-class GPU. Optional Epic plugins are needed only for specific job types; the dependency tables below cover them.
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 (UE 5.6+); on UE 5.5, free from Fab — MetaHuman Plugin All job types — the MetaHuman Animator pipeline
CaptureData Engine All job types — footage import assets
ImgMedia Engine Image and depth sequence loading

Two Epic plugins are optional — the related UI hides or labels itself when they are absent, and Mono/Audio jobs need neither. Both are free from Fab; install them to the engine via the Epic Games Launcher or into your project's Plugins/ folder.

Plugin name Fab listing Required for
MetaHumanDepthProcessing MetaHuman Animator Depth Processing Stereo/depth jobs — depth generation and the depth solve path
MetaHumanBodyTracker MetaHuman Animator Markerless Motion Capture Body tracking and the framing probe (UE 5.8)
Capture Manager: auto-queue of takes ingested through Live Link Hub / Capture Manager uses the engine's CaptureManager plugin (UE 5.7+, included with the engine). It produces the Footage Capture Data assets the watcher picks up.
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.