Each job in the queue has a type that determines which MetaHuman Animator pipeline it runs,
what assets it requires, and which per-job options are available.
Mono
Mono Video
Processes a single color camera recording. This is the standard path for footage captured
with a head-mounted camera or any single-lens setup. It is the fastest job type and the
right default for most productions.
Required assets
AssetTypeNotes
Capture DataUFootageCaptureDataYour video footage import asset
IdentityUMetaHumanIdentityAuto-discovered if under a standard folder structure
Pipeline stages
Validate Input
→
Process PerformanceTracking + Fitting
→
Export Outputs
→
Save Assets
job-type-mono-row.webpQueue row with Job Type set to "Mono" — Capture Data and Identity cells filled, status showing "Ready"
A Mono job row in the queue — Identity and Capture Data assigned, ready to process
Mono-specific options
Head StabilizationCorrects for head movement drift during the solve. Recommended when the subject moves significantly.
Tongue SolveEnables tongue tracking. Requires UE 5.7+ and appropriate capture quality. Disabled by default.
Body Tracking (UE 5.8+)
Mono jobs can optionally solve body motion alongside the face, using the SMPLX-based body
tracker. Requires the MetaHumanBodyTracker plugin. Choose Face only, Body
only, or Face + Body per job.
Body Height, Detection/Tracking ConfidenceAuto-infers subject height from footage by default (145–190cm recommended range), with tunable acquire and maintain-lock thresholds.
Foot Locking, Head Rotation LimitsStabilizes foot contact and defines yaw/pitch limits beyond which a frame falls back to a neutral head pose (or is left unsolved).
Body ExportExport the solved body onto its own performer-shaped mesh, or retarget it onto an existing skeleton via an auto-generated IK Retargeter (+ Create Retargeter... in the job panel).
Visualization BlueprintBody-tracked jobs need an Actor Blueprint (not a plain mesh) for the A|B viewport. Use Create Blueprint... in the job panel to auto-build one that leader-poses Face to Body.
See Per-Job Options
for the full Body Tracking, Body Export, and Visualization option references.
Stereo
Stereo HMC
Processes footage from a multi-camera head-mounted capture rig. Stereo jobs provide depth
information that improves solve accuracy, particularly for facial geometry that is ambiguous
in monocular footage. Depth sequences can be pre-generated or produced automatically by the plugin.
Required assets
AssetTypeNotes
Capture DataUFootageCaptureDataMust reference both camera image sequences
IdentityUMetaHumanIdentityAuto-discovered if under a standard folder structure
Camera CalibrationUCameraCalibrationDataRequired for depth generation; auto-discovered if available
Pipeline stages
Validate Input
→
Generate DepthStereo only
→
Clean DepthOptional
→
Process Performance
→
Export + Save
job-type-stereo-depth-gen.webpA Stereo job mid-process at the "Generate Depth" stage — progress bar visible, stage label highlighted
A Stereo job during depth generation — the stage before the performance solve
Depth generation is serial. Even when Max Concurrent Jobs is set
above 1, depth generation for all stereo jobs completes before any job enters the concurrent processing pool.
Stereo-specific options
Solve TypeSelects the stereo solver variant. Leave at default unless directed by Epic support.
Head Movement Reference FrameFrame number used as the reference pose for head movement correction.
Neutral Pose CalibrationUses a neutral expression frame for calibrating the face geometry baseline.
Face Coverage ThresholdMinimum proportion of the face that must be visible in depth for a frame to be used.
Face Width ThresholdMinimum face width in depth pixels required to include a frame.
Baseline / Scale ToleranceAcceptable deviation between the stereo baseline in calibration and the live footage.
Enable Depth CleaningRuns NNE hole-filling on the depth sequence before the performance solve. Preserves GrayF EXR format.
Depth Clamp Min / MaxClips depth values outside this range before cleaning. Useful for eliminating background noise.
Depth Clean-Up Pass
Depth cleaning is a dedicated Clean Depth pipeline stage that runs between
depth generation and the performance solve. It is not a blur or a global denoise — it
distinguishes background from the subject by flood-filling inward from the image border, then
only patches genuine interior gaps (dropouts inside the face/body silhouette) using a
distance-weighted average of the surrounding valid depth pixels. Background and out-of-range
pixels outside the clamp range are left alone rather than smeared.
Non-destructiveWrites a new _Cleaned copy of the depth sequence on disk and as a new UImgMediaSource asset — the original capture data is never modified.
Runs asynchronouslyEXR I/O and pixel processing run on the thread pool, not the game thread — the editor stays responsive, and the pass is cooperatively cancellable mid-run.
IdempotentRe-running a job that already has a cleaned sequence re-cleans from the newest source instead of stacking cleaning passes on top of each other.
Timed separatelyDepth cleaning time is tracked independently from solve time (DepthCleaningTimeSecs) and reported in the job log alongside frames-cleaned and sequence counts.
See Per-Job Options
for Enable Depth Cleaning and the Depth Clamp Min/Max parameters that control it.
Audio
Audio Only
Drives facial animation from an audio track alone — no video footage required. Useful for
generating lip-sync and expression animation from dialogue recordings when no performance
capture footage is available.
Required assets
AssetTypeNotes
Capture DataUFootageCaptureDataMust contain an audio track; video tracks are ignored
job-type-audio-row.webpQueue showing an Audio job row — only Capture Data assigned, Identity cell is greyed out / not required
An Audio job requires only Capture Data — Identity and Calibration columns are inactive
Audio jobs do not require a MetaHuman Identity or Camera Calibration asset.
They are the simplest job type to configure.
Audio-specific options
Solver ModeRealtime (faster, lower quality) or Offline (slower, higher quality). Use Offline for final output.
Mood PresetSets the emotional tone used to color the generated animation — Neutral, Happy, Sad, Angry, etc.
Blink GenerationAuto-generates blinks when no blink data is present in the audio solve result.
Audio ChannelWhich channel from a multi-track audio asset to use for the solve (0-indexed).
Lookahead WindowNumber of frames the solver looks ahead in the audio signal for anticipation cues.
Universal Options
These options appear on every job regardless of type.
Frame Exclusion RangesOne or more frame ranges to skip during the solve. Use to cut out blinks, obstructions, or bad frames.
Show FramesWhen enabled, the solver renders preview frames during processing. Useful for debugging; slower in production.
Capture Frame RateOverride the frame rate detected from the capture data. Leave blank to use auto-detection.