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.
Universal Options
All job typesOne 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.
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.
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 onlyCorrects 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.
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+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.
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.
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.
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.
Threshold for maintaining an existing body lock once acquired. Default 0.5. Lower this if the tracker frequently drops lock during fast motion.
Stabilizes foot contact points to reduce foot sliding during the solve. Enabled by default.
Yaw and pitch limits beyond which a frame is treated as unsolved for head rotation. Defaults: 45deg left/right, 30deg up/down.
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 TrackingToggle which solved data streams get baked into the exported AnimSequence. Both enabled by default.
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.
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.
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.
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 typesA 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.
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.
How head movement is represented on the visualization object: Transform Track, Control Rig, or Disabled.
Stereo Options
Stereo jobs onlySelects 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.
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.
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.
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.
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.
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.
Acceptable scale mismatch between calibrated and measured stereo geometry. Increase if the rig was adjusted between calibration and capture.
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.
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.
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 onlyRealtime — faster solve, lower quality. Suitable for previews and iteration. Offline — slower, higher quality. Use for final output deliverables.
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.
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.
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.
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.