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

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.

The MHA Manager panel on first open — empty queue with Global Settings at the top
The MHA Manager tab open and docked in the Unreal editor
2

Choose where outputs land

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

The Global Settings panel — output and ingest options live here
The Global Settings panel showing the Ingest options and Watch Folder field
3

Add a job

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.

Add Jobs — pick capture data and the job lands in the queue, type already classified
Clicking Add Jobs, picking a Capture Data asset in the dialog, and the new job row appearing in the queue with Start Batch enabled
Auto-classification — the Type cell fills in on its own once the take is analysed
Two Mono jobs in the queue: the second job's Type column changing from Unknown to Face as classification completes
4

Start the batch

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.

The batch running — status and per-job progress update live in the queue row
Clicking Start Batch — the queued job moves from Pending through the pipeline stages with its progress bar filling
5

Find your outputs

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)
Generated assets in the Content Browser and on disk after a successful batch
A completed job in the queue, the Content Browser output folder with Performance, AnimSequence and LevelSequence assets, and the exported take folder on disk
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 sequentially (or in parallel worker processes when Max Concurrent Jobs is raised) 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.