Pipeline stages
Validate Input
->
Process PerformanceTracking + Fitting
->
Export Outputs
->
Save Assets
With body tracking enabled, the body solve (detect -> 2D keypoints -> 3D pose -> merge)
runs after the face solve, before export.
Required input
Capture Data UFootageCaptureData Your video footage import — the only required input
No MetaHuman Identity or Camera Calibration needed. Get the Capture Data from
Ingest, then add it to the queue.
Take auto-categorization — the framing probe (UE 5.8+)
When a Mono job is queued, MHA Manager probes the take's first frame with a pose model and
classifies its framing, applying the right solve template automatically:
Full body Hips and ankles confidently visible — Body Tracking is enabled on the freshly queued job.
Upper body / Headshot Ankles cut off, or face only — the job stays face-only, with an amber warning if you enable body tracking anyway. The 5.8 body solver invents joints below the frame edge on a headshot, so this guard matters.
Not analyzed Nothing confidently visible, or the probe is unavailable — the job stays face-only with no badge.
The verdict is advisory — it never overrides your choice or flips a running job.
Re-check re-runs the probe; the verdict persists in the manifest so re-loaded
queues do not re-probe. If frame 1 shows nothing (slates, subject stepping in), a fallback probe
runs at ~25% into the take.
Requirements: UE 5.8+, the MetaHumanBodyTracker plugin, and
the NNERuntimeORT plugin enabled. When any is missing the probe quietly reports
"Not analyzed". After any body-tracked solve the job also reports body coverage
— below 80% it gets a "Body track gaps" warning, since undetected frames export as held pose.
Face options
Head Stabilization Corrects for head-movement drift during the solve. Enabled by default; disable only if it degrades a locked-off, tripod-style take.
Tongue Solve Enables tongue tracking. Requires UE 5.7+ and close framing with good lighting. Disabled by default.
Neutral Pose Calibration Uses a neutral expression frame to calibrate the facial geometry baseline before solving, with a blend weight (alpha).
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 / Face Tracking Toggle each solve independently. Disable Face Tracking for a body-only run to save solve time.
Body Height Auto-infers subject height from footage by default (Epic recommends 145-190cm); disable Auto Body Height to pin a fixed value.
Detection / Tracking Confidence Thresholds for acquiring a body lock (default 0.7) and maintaining it (default 0.5). Lower detection for dim/cluttered footage; lower tracking if lock drops during fast motion.
Foot Locking, Head Rotation Limits Stabilizes foot contact, and sets yaw/pitch limits (defaults 45deg / 30deg) beyond which a frame falls back to a neutral head pose or is left unsolved.
Body export
A body-tracked solve exports onto either its own performer-shaped mesh or an existing skeleton.
Body Export Skeleton 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.
Target Mesh + Retargeter Shown for Existing Skeleton. Use + Create Retargeter... to auto-generate one pre-wired to the SMPL body-tracker source rig — you only configure the target chain mapping.
Visualization Blueprint Body-tracked jobs need an Actor Blueprint (not a plain mesh) for the A|B viewport, since one mesh can't carry both Face and Body. Use Create Blueprint... to auto-build one that leader-poses Face to Body.
Unsolved Frames Fallback for frames the tracker couldn't solve: hold the last valid frame, or fall back to a neutral pose.
See
Per-Job Options for the
full Body Tracking, Body Export, and Visualization reference.
Outputs
Performance + AnimSequence Always Solved performance plus baked face animation on the MetaHuman skeleton
Body animation Body tracking on Exported per skeleton mode — performer skeleton, retargeted existing skeleton, or both passes
FBX exports Optional Enabled in Global Settings; body-tracking jobs get the baked-joint _DCC form