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.
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.
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

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

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

Auto-classification — the Type cell fills in on its own once the take is analysed

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

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

Saved/MHAManager/batch.mhajson when done.
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.