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)
- Open the Epic Games Launcher
- Go to Fab (or Library depending on your launcher version)
- Find MetaHuman Optimizer in your purchases
- Click Install to Engine and select your Unreal Engine installation
- The plugin is now available to all projects on that engine version
The plugin installs to:
...\UE_5.x\Engine\Plugins\Marketplace\MetaHumanOptimizer\
Option B: Per-Project Install
Copy the MetaHumanOptimizer folder into your project's Plugins/ directory:
YourProject/
└── Plugins/
└── MetaHumanOptimizer/
├── MetaHumanOptimizer.uplugin
├── BlenderScripts/
├── Config/
├── Content/
├── Data/
├── Resources/
└── Source/
Tip
A per-project install is handy if you want quick access to the Blender scripts directly from your project folder. The BlenderScripts/ folder contains Blender_MergeArkit52Poses.py and Blender_AddBlendshapes.py, the 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:
- Open your Unreal Engine project
- Go to Edit > Plugins
- Search for
MetaHuman Optimizer - Check the Enabled checkbox
- 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.

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.