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Project Setup

Template Project

We provide a free template project with the folder structure below already in place.

Download the template project

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.

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:

TXT
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:

TXT
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:

TXT
...\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:

TXT
...\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.

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