Template Project
We provide a ready-to-use UE 5.7 project with MetaHuman Optimizer pre-installed and the folder structure below already in place.
Download the template project (Dropbox link, placeholder)
Open it in UE 5.7, add your MetaHuman characters, and you're ready to start processing straight away. You don't need to modify your main game project at all.
Recommended Project Structure
When using MetaHuman Optimizer in a project, a consistent folder structure will keep your assets, exports, and scripts organised across multiple characters and workflow iterations.
Here is a structure that works well with the plugin's default paths and conventions:
YourProject/
├── Content/
│ └── MetaHumans/
│ ├── Common/ # (Included with MH Plugins)
│ │ └── Face/ARKit/
│ │ └── AS_MetaHuman_ARKit_Mapping
│ ├── Creator/ # Keep your assembled characters here
│ │ ├── CharA/
│ │ └── CharB/
│ └── Optimized/
│ ├── Animation/ # ABP for optimized characters
│ ├── FaceMeshes/ # Keep optimized meshes here
│ └── GroomBindings/ # Bindings are exported here
│
└── Plugins/
└── MetaHumanOptimizer/ # If using per-project install
└── PythonScripts/
├── MergeArkit.py
└── AddBlendshapes.py
And on disk (outside of UE), a folder for OBJ exports:
D:\MyExports\ # Or wherever you prefer
├── CharA/ # Per character folders created automatically
│ ├── Neutral_LOD0.obj
│ ├── EyeBlinkLeft_LOD0.obj
│ ├── JawOpen_LOD0.obj
│ └── ... (52 pose files)
└── CharB/
└── ...
Default Content Paths
The plugin uses these default Content Browser paths, which you can change in the UI:
| Setting | Default path |
|---|---|
| Auto Assembler export folder | /Game/MetaHumans/Creator |
| ARKit animation asset | /Game/MetaHumans/Common/Face/ARKit/AS_MetaHuman_ARKit_Mapping |
The ARKit animation asset path is set automatically and you normally never need to change it. If it shows as missing, one of the required MetaHuman plugins is not enabled. See Requirements.
Python Scripts Location
The Blender scripts are included with the plugin. Depending on your install method:
Engine install:
...\UE_5.7\Engine\Plugins\Marketplace\MetaHumanOptimizer\PythonScripts\
├── MergeArkit.py # Import OBJ poses as Blender shape keys
└── AddBlendshapes.py # Add shape keys to an existing Blender mesh
Per-project install:
YourProject\Plugins\MetaHumanOptimizer\PythonScripts\
├── MergeArkit.py
└── AddBlendshapes.py
Tip
If you plan to use the Blender workflow regularly, copying the PythonScripts folder somewhere stable on your disk (outside of any UE installation) makes them easier to find and version independently.