Per-Job Options

Every job in the queue has its own independent set of solve options. Add columns to the queue view via the column picker, then edit each cell inline. Settings here override nothing at the global level — they are purely per-take controls passed directly to the MetaHuman Animator solver.

Column picker tip: Right-click any column header in the queue to open the grouped column picker. Options are organized by job type so you only see what's relevant to the takes in your batch.
job-options-column-picker.webp Column picker dropdown open — grouped sections (Universal, Mono, Stereo, Audio) with checkboxes for each option
The column picker — right-click any column header to open it and toggle which options are visible in the queue
job-options-queue-columns.webp Queue with several per-job columns visible — e.g. Head Stabilization, Frame Exclusion, Tongue Solve — cells being edited inline
Multiple per-job options added as columns — edit each cell inline per take

Universal Options

All job types
Frame Exclusion Ranges Array of ranges

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

Show Frames Bool

Renders preview frames to the viewport during the solve. Useful for debugging to visually confirm the solver is tracking correctly. Slows down processing — disable for production batches.

Capture Frame Rate Float (optional)

Override the frame rate auto-detected from the capture data asset. Leave blank in most cases. Set explicitly if your image sequence lacks embedded timing metadata or if auto-detection gives incorrect results.

Mono Options

Mono jobs only
Head Stabilization Bool

Corrects for drift introduced by head movement across the recording. Enable when the subject moves significantly during the take or when camera stabilization is imperfect. Has a small performance cost.

Tongue Solve Bool

Enables the tongue tracking solver. Requires UE 5.7 or later. Capture quality must be sufficient for tongue visibility — close-framing and good lighting are prerequisites. Disabled by default due to the higher solve time.

Body Tracking Options

Mono jobs only · UE 5.8+
Body Tracking Bool

Enables the SMPLX-based body solver alongside the face solve. Requires the MetaHumanBodyTracker plugin. Disabled by default — face-only tracking is unaffected when this is off.

Face Tracking Bool

Enabled by default. Disable to skip the face solve entirely for body-only runs — useful when you only need body motion and want to save solve time.

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.

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.

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 jobs only
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.

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 (0–1)

Minimum proportion of the face that must be visible in the depth map for a frame to be included in the solve. Frames below this threshold are automatically excluded. Raise if you see partial-face frames corrupting the solve.

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.

Enable Depth Cleaning Bool

Runs a non-destructive hole-filling pass on the depth sequence before the performance solve, writing a new _Cleaned copy rather than modifying the original. Distinguishes background from the subject and only patches interior gaps within the face/body silhouette — borders and out-of-range background are left untouched. Runs asynchronously on the thread pool and is cancellable mid-pass.

Depth Clamp Min Float

Clips depth values below this threshold to zero before cleaning. Eliminates background or near-field noise that would otherwise be treated as valid face depth.

Depth Clamp Max Float

Clips depth values above this threshold to zero before cleaning. Eliminates far-field objects and reflections that appear in the depth map beyond the face region.

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

Sets the emotional baseline used to color the generated animation. Available presets: Neutral, Happy, Sad, Angry, Surprised, Disgusted, Fearful. The solver blends the detected phonemes against this mood baseline.

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.

Audio Channel Int (0-indexed)

Which channel from a multi-track audio asset to use for the lip-sync solve. Defaults to 0 (left/mono). For stereo files where dialogue is on the right channel, set to 1.

Lookahead Window Int (frames)

Number of frames the solver reads ahead in the audio signal to generate anticipatory animation cues — for example, jaw pre-opening before a vowel. Increase for more anticipatory motion; decrease for tighter sync.