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Installation

Purchasing on FAB

MetaHuman Optimizer is available on the FAB Marketplace. After purchasing, the plugin will appear in your Epic Games Library under Fab and can be installed to any compatible Unreal Engine version from there.

Installing the Plugin

There are two ways to install the plugin: engine-wide (via the Epic Games Launcher) or per-project (by copying the plugin folder manually). Both work identically at runtime, so choose whichever suits your workflow.

Option A: Engine Install (Recommended)

  1. Open the Epic Games Launcher
  2. Go to Fab (or Library depending on your launcher version)
  3. Find MetaHuman Optimizer in your purchases
  4. Click Install to Engine and select your UE 5.7 installation
  5. The plugin is now available to all your UE 5.7 projects

The plugin installs to:

TXT
...\UE_5.7\Engine\Plugins\Marketplace\MetaHumanOptimizer\

Option B: Per-Project Install

Copy the MetaHumanOptimizer folder into your project's Plugins/ directory:

TXT
YourProject/
└── Plugins/
    └── MetaHumanOptimizer/
        ├── MetaHumanOptimizer.uplugin
        ├── Source/
        ├── PythonScripts/
        └── Documentation/

Tip

A per-project install is handy if you want quick access to the Python scripts and documentation directly from your project folder. The PythonScripts/ folder contains MergeArkit.py and AddBlendshapes.py, the Blender scripts used in the ARKit round-trip workflow.

Enabling the Plugin

After installing (engine-wide or per-project), you need to enable the plugin in each project that will use it:

  1. Open your UE 5.7 project
  2. Go to Edit > Plugins
  3. Search for MetaHuman Optimizer
  4. Check the Enabled checkbox
  5. Click Restart Now when prompted

While you have the Plugins window open, also make sure the required MetaHuman plugins are enabled.

Opening the Plugin Window

Once the plugin is enabled and the editor has restarted:

Tools > MetaHuman > MetaHuman Optimizer

The plugin window will open as a dockable tab. You can dock it anywhere in the editor layout, or leave it floating.

MetaHuman Optimizer window open and docked in the Unreal Engine editor

Note

All settings (export paths, build options, LOD selections) are automatically saved per-project and restored the next time you open the window. The character and mesh lists, however, are intentionally not persisted; they clear when you close the window.

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