Quick Start

The fastest path to results — a single Mono job from open panel to exported AnimSequence. Assumes the plugin is already installed and the required engine plugins are enabled.

New to MetaHuman Animator? A Mono job needs only a UFootageCaptureData asset — the footage import for your take. No MetaHuman Identity or Camera Calibration is required (those are for Stereo takes). Bring footage in through Live Link Hub / Capture Manager and the Capture Data asset is created for you.
1

Open the MHA Manager panel

The MHA Manager tab open and docked in the Unreal editor
The MHA Manager panel on first open — empty queue with Global Settings at the top

From the menu bar, go to Tools → MHA Manager. The panel docks into the editor with the queue and the Global Settings section both on screen. You can float or re-dock it anywhere.

2

Choose where outputs land

Scrolling through the Global Settings panel — export options, Solve Defaults tabs and Visualization
The Global Settings panel — export path, solve defaults and visualization live here

By default, generated assets are saved next to the source Capture Data asset. To collect everything in one place instead, enable Custom UE Export Directory in the settings panel and point it at a Content Browser folder — /Game/CaptureManager/Export is the default when enabled.

3

Add a job

Clicking Add Jobs, picking a Capture Data asset in the dialog, and the new job row appearing in the queue with Start Batch enabled
Add Jobs — pick capture data and the job lands in the queue, type already classified
Two Mono jobs in the queue: the second job's Type column changing from Unknown to Face as classification completes
Auto-classification — the Type cell fills in on its own once the take is analysed

Click Add Jobs and pick your Capture Data. A new row appears in the queue with its job type already set — the plugin classifies the take and applies the matching solve template automatically.

Any dependent data the job type needs is auto-discovered where possible — check the row's cells and fill in anything missing. The classification is just a default: you can change the job type on the row at any time. See Job Types for what each type requires.

4

Start the batch

Clicking Start Batch — the queued job moves from Pending through the pipeline stages with its progress bar filling
The batch running — status and per-job progress update live in the queue row

Click Start Batch. The plugin will validate the job, then run it through the full pipeline:

Validate Input → Process Performance → Export Outputs → Save Assets

Progress is shown per-job in the queue row. The log panel below the queue streams live output from the solver.

5

Find your outputs

A completed job in the queue, the Content Browser output folder with Performance, AnimSequence and LevelSequence assets, and the exported take folder on disk
Generated assets in the Content Browser and on disk after a successful batch

When the job completes, your generated assets appear in the output path you set in step 2:

Asset type Description
UMetaHumanPerformance The solved performance — re-processable any time
AnimSequence Baked facial animation on the MetaHuman skeleton
LevelSequence Sequencer-ready animation track (if enabled in Global Settings)
Processing multiple takes? Add more jobs before clicking Start Batch — you don't need to run them one at a time. The queue processes them one at a time and saves a manifest automatically at Saved/MHAManager/batch.mhajson when done.
Even faster: select one or more UFootageCaptureData assets in the Content Browser, right-click, and choose Process Selected Takes. The dialog detects each take's type, lets you pick a visualization asset, and runs without touching the queue panel at all.