Template Project
We provide a free template project with the folder structure below already in place.
MetaHuman Optimizer and the required MetaHuman plugins are already enabled in the template. The plugin itself is not included, so install it from Fab before you open the template. Then add your MetaHuman characters and you're ready to start processing. You don't need to modify your main game project at all.
Note
The template project is saved in UE 5.7. If you open it with UE 5.8, Unreal asks how to convert it. Choose Open a copy: Unreal makes an upgraded copy and leaves the original untouched. Make sure the plugin build you installed matches the engine version you open it with.
Recommended Project Structure
When using MetaHuman Optimizer in a project, a consistent folder structure will keep your assets, exports, and scripts organized across multiple characters and workflow iterations.
Here is a structure that works well with the plugin's default paths and conventions:
YourProject/
├── Content/
│ └── MetaHumans/
│ ├── Creator/ # Keep your assembled characters here
│ │ ├── CharA/
│ │ └── CharB/
│ └── Optimized/ # Keep your optimized characters here
│ ├── Animation/ # AnimBP and other helper files
│ ├── FaceMeshes/ # Keep face meshes here
│ └── GroomBindings/ # Bindings are exported here
│
└── Plugins/
└── MetaHumanOptimizer/
├── BlenderScripts/ # I/O & blendshape merging scripts
├── Content/
│ └── Animation/ # ARKit animation, AnimBP and other helper files
└── Data/ # CSV files for reference
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 sequence | /MetaHumanOptimizer/Animation/AS_MH_ARKit_ROM |
The ARKit animation asset ships inside the plugin, so the path is set automatically and you normally never need to change it. If it shows as missing, one of the required plugins is not enabled. See Requirements.
Blender Python Scripts Location
The Blender scripts are included with the plugin. Depending on your install method:
Engine install:
...\UE_5.x\Engine\Plugins\Marketplace\MetaHumanOptimizer\BlenderScripts\
├── Blender_MergeArkit52Poses.py # Import OBJ poses as Blender shape keys
├── Blender_AddBlendshapes.py # Add shape keys to an existing Blender mesh
├── Blender_UE_SKM_FBX_Import.py # Import preset for FBX files from UE
└── Blender_UE_SKM_FBX_Export.py # Export preset for FBX files to UE
Per-project install:
...\YourProject\Plugins\MetaHumanOptimizer\BlenderScripts\
Tip
If you plan to use the Blender workflow regularly, copying the BlenderScripts folder somewhere stable on your disk (outside of any UE installation) makes them easier to find and version independently.