Per-Job Options

Every job in the queue has its own independent set of solve options. Select a job and edit them in the job settings panel beside the queue — only the sections that apply to that job's type are shown. Settings here override nothing at the global level — they are purely per-take controls passed directly to the MetaHuman Animator solver.

Multi-select edits: select several jobs and the panel edits all of them at once, so a change like Head Stabilization applies across a whole shoot in one action.
Column picker: the Columns button in the toolbar toggles which queue columns are visible — Thumbnail, Type, Solve, Status, Progress, Process Time and the rest. It controls the queue table, not the options themselves; column layout is saved in the manifest.
Set them once: new jobs inherit their starting options from a per-category template (Mono / Stereo / Audio). Edit the templates under Global Settings → Solve Defaults so you only touch per-job cells for the exceptions.

Universal Options

All job types
Capture Frame Rate Double

Frame rate applied to this job's FootageCaptureData asset and every image sequence linked to it. It always shows the take's current rate and cannot be left blank - editing it writes onto the capture data asset, not just this job. Inert on audio-only jobs, which have no footage.

Timecode String

Start timecode written onto the job's linked image and depth sequences, as HH:MM:SS:FF or HH:MM:SS;FF. Like Frame Rate it edits the CaptureData asset, and is inert on audio-only jobs.

Show Frames Live Bool

Updates the viewport with each frame as it is processed. Useful to confirm the solver is tracking correctly; it costs a little speed, so leave it off for production batches.

Excluded Frames Array of ranges

One or more frame ranges the solve skips, e.g. 0-5, 120-125. Use it to cut blinks, obstructions, equipment glare, or any frames where the face is occluded or corrupted.

Curve Limit Profile Object (Curve Limit Profile)

Per-character expression limits applied to every export this job writes - AnimSequence, Level Sequence Control Rig bake, and FBX. Empty means no limits. The solve itself is unaffected, so Re-Export with an edited profile regenerates every output without re-solving.

Mono Options

Mono jobs only
Head Stabilization Bool

Corrects for drift introduced by head movement across the recording. Enabled by default. Disable only if stabilization is degrading a locked-off, tripod-style take.

Tongue Solve Bool

Enables the tongue tracking solver (applies to Mono and Stereo jobs). Requires UE 5.7 or later. Capture quality must be sufficient for tongue visibility — close-framing and good lighting are prerequisites.

Neutral Pose Calibration Bool + Frame + Alpha

Uses a neutral expression frame to calibrate the facial geometry baseline before solving, with a blend weight (alpha). Available on Mono and Stereo jobs.

Models 5 assets (advanced)

Advanced sub-group overriding the models the mono pipeline runs: Smoothing Params (realtime smoothing applied to the solved curves), NNE Backend (inference runtime, e.g. NNERuntimeORTCpu), and the Face Detector, Head Pose Tracker and Face Solver NNE models. Blank or empty on any of them means the engine default - leave them alone unless you are testing a custom model.

Body Tracking Options

Mono jobs only · UE 5.8+
Type Face / Body / Both

The combo in the job settings header, next to Solve. It is what turns body tracking on for a Mono job: Face is the face solve alone, Body the SMPLX body solver alone, Both runs the two together. Body needs the MetaHumanBodyTracker plugin and hips plus ankles in frame; the framing probe picks Both on its own for a full-body take. The Solve Defaults templates still expose the two toggles separately.

Body Height Bool + Float (cm)

Auto-infers the subject's height from footage by default. Disable Auto Body Height to enter a fixed value instead. Epic recommends 145-190cm for best tracking quality.

Body Detection Confidence Float (0-1)

Threshold for initially acquiring a body lock on the subject. Default 0.7. Lower this if the tracker struggles to acquire lock in cluttered or dim footage.

Body Tracking Confidence Float (0-1)

Threshold for maintaining an existing body lock once acquired. Default 0.5. Lower this if the tracker frequently drops lock during fast motion.

Enable Foot Locking Bool

Stabilizes foot contact points to reduce foot sliding during the solve. Enabled by default.

Skip Preview Pass Bool

Skips the quick preview pass that runs before the full body solve. Off by default, and only has an effect while Body Tracking is on.

Head Allowed Rotation (Left/Right, Up/Down) Float (degrees)

Yaw and pitch limits beyond which a frame is treated as unsolved for head rotation. Defaults: 45deg left/right, 30deg up/down.

Head Rotation Handler Enum

What to do with frames outside the allowed head rotation range: None (leave unsolved) or Neutral Pose (substitute a neutral head pose).

Body Export Options

Mono jobs only · UE 5.8+ · requires Body Tracking
Export Face / Export Body Bool

Toggle which solved data streams get baked into the exported AnimSequence. Both enabled by default.

Body Export Skeleton Enum

Performer Skeleton builds a mesh matching the solve's own body-shape betas. Existing Skeleton retargets the solved body onto a mesh you choose, via an IK Retargeter. Both - the default - runs one pass of each.

Body Target Mesh Object (USkeletalMesh)

Shown only when Body Export Skeleton is Existing Skeleton. Per-job override of the global default target mesh; empty falls back to the global default, then the plugin's SKM_Body.

Body Retargeter Object (UIKRetargeter)

Shown only when Body Export Skeleton is Existing Skeleton. IK Retargeter used to retarget the solved body onto the Target Mesh. Use the panel's + Create Retargeter... button to auto-generate one pre-wired to the SMPL body-tracker source rig — you only need to configure the target chain mapping in the editor that opens.

Unsolved Frames Enum

Fallback for frames the body tracker couldn't solve: hold the Last Valid Frame, or fall back to a Neutral Pose.

Visualization Options

All job types
Visualization Mesh / Blueprint Object

A Skeletal Mesh for face-only jobs, or an Actor Blueprint for body-tracked Mono jobs — MetaHuman Performance requires a Blueprint once body tracking is enabled, since a single mesh can't carry both Face and Body. Use the panel's Create Blueprint... button to auto-build one that leader-poses Face to Body and satisfies MetaHuman Performance's requirements.

Control Rig Class (UControlRig)

Overrides the control rig driving this job's Performance visualization object. Per-job override takes priority over the global default; empty falls back to the global default, then the engine default.

Head Movement Mode Enum

How head movement is represented on the visualization object: Transform Track, Control Rig, or Disabled.

Stereo Options

Stereo, Depth and Other jobs
Solve Type Enum

Selects the internal stereo solver algorithm variant. In most productions the default is correct. Change only when directed by Epic support or when experimenting with non-standard rig configurations.

Skip Preview / Filtering / Per-Vertex / Diagnostics Bool x4

Skips individual solve passes: the preview-quality pass, temporal filtering, the per-vertex solve (expensive — skipped by default for batch), and diagnostic image output.

Default Tracker / Default Solver Asset

Override the face contour tracker or face animation solver asset used instead of the pipeline default. Leave empty to use the engine default (shown pre-filled in the settings panel).

Head Movement Reference Frame Int

The frame number used as the identity reference for head movement correction. Frame 0 is the default. Set to a frame where the subject is in a neutral, stable pose facing forward.

Neutral Pose Calibration Bool

Uses a dedicated neutral expression frame (separate from the performance footage) to calibrate the facial geometry baseline before solving. Improves accuracy when a calibration take is available.

Face Coverage Threshold Float (percent, 0-100)

Minimum percentage of the depth map the detected face must cover for a frame to count as valid. Default 80. Frames below it are excluded from the solve; lowering it lets partial-face frames back in.

Face Width Threshold Float (pixels)

Minimum face width in depth pixels required for a frame to be included. Acts alongside Face Coverage Threshold to filter out frames where the face is too far from camera or too small for reliable depth data.

Baseline Tolerance Float

Acceptable deviation between the stereo baseline distance recorded in the camera calibration and what is measured in the live footage. Increase if calibration was done at a slightly different rig configuration than the capture.

Scale Tolerance Float

Acceptable scale mismatch between calibrated and measured stereo geometry. Increase if the rig was adjusted between calibration and capture.

Easy To Edit Control Curves Bool

Produces control curves shaped for hand editing after the solve. UE 5.8+, off by default.

Identity Options

IdentityCreate jobs only
Neutral Frame Index Int

Frame used as the Neutral pose. It must have valid RGB and depth and a front-facing view of the performer. Default 0.

Fit Teeth Bool

Tracks a Teeth pose before auto-rig so the service fits teeth. Off by default - teeth solves are rarely good.

Teeth Frame Index Int

Shown only when Fit Teeth is on. Frame used as the Teeth pose; it must show the performer's teeth clearly, with valid RGB and depth.

Prepare for Performance Bool

Trains the predictive solvers after auto-rig completes, so the Identity is ready for fast performance solving. On by default - stereo takes cannot solve against an unprepared Identity.

Audio Options

Audio jobs only
Solver Mode Enum

Realtime — faster solve, lower quality. Suitable for previews and iteration. Offline — slower, higher quality. Use for final output deliverables.

Mood Preset Enum

Emotional baseline the solve colors the animation with: Auto Detect - the default, inferred from the audio - plus Neutral, Happy, Sad, Disgust, Anger, Surprise, Fear, Confident, Excited, Bored, Playful and Confused. It applies to the offline solve; the realtime solve has its own Realtime Mood pair, which defaults to Neutral.

Blink Generation Bool

Auto-generates natural blink keyframes when the audio solve does not produce blink data. Enabled by default. Disable if you are driving blinks from a separate system or if the performance data already includes them.

Downmix Channels Bool

Downmixes multi-channel audio to mono before analysis. Enabled by default. Disable to solve from a single specific channel via Audio Channel.

Audio Channel Int (0-indexed)

Which channel from a multi-track audio asset to use when Downmix Channels is off. Defaults to 0 (left/mono). For stereo files where dialogue is on the right channel, set to 1.

Output Controls Enum

Which curves the solve outputs: Full Face (all facial curves) or Mouth Only (lip sync curves only).

Mood Intensity Float (0-1)

Blend weight for the Mood Preset - lower values keep the animation closer to neutral while retaining a hint of the chosen mood. Default 1.0.

Lookahead Window Int (milliseconds)

Realtime solve only - hidden unless Realtime Audio is on. How far ahead the solver reads incoming audio, trading latency for accuracy. Default 80 ms.