🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "audio-and-metasounds"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Wrong skill for MetaSound assets? If the user asked about
MetaSound,MS_assets, orUMetaSoundSource, load themetasoundsskill instead (viaGetSkills/ AgentSkillToolset). SoundCue and MetaSound are completely separate systems — do not useSoundCueServicefor MetaSound tasks.
Sound Cue Editor Skill
Service Access
pythonimport unreal svc = unreal.SoundCueService()
Audio Flow Direction
Audio flows FROM leaves TOWARD root.
[WavePlayer] ──> [Random] ──> [Mixer] ──> [ROOT] ^ [WavePlayer2] ──────┘
connect_nodes(parent, child, slot)means: child provides audio INTO parent at that input slot.set_root_node(index)makes that node the final output (what you hear).
Critical Rules
⚠️ Bool Properties — b prefix stripped in Python
UE strips the b prefix from bool UPROPERTY names in Python:
| C++ / UPROPERTY | Python attribute |
|---|---|
bSuccess | success |
bIsRootNode | is_root_node |
bLooping | is_looping |
bStreaming | is_streaming |
⚠️ Node indices are positional and may shift
list_nodes() returns nodes in graph order — indices can change if new nodes are added.
Always call list_nodes() to get current indices before connecting or modifying nodes.
⚠️ Quality Level node has a fixed slot count
add_quality_level_node creates a node whose input-slot count is governed by the project's
audio quality levels (AudioQualitySettings), not by an argument — there is no num_inputs
param. In a default/skeleton project this is often a single slot, so connect_nodes(..., slot=1)
returns False. If a cue must select between sounds per scalability bucket, confirm the project
defines multiple quality levels first; otherwise only slot 0 is wireable.
⚠️ New-cue defaults: volume_multiplier is 0.75, not 1.0
A freshly created empty cue reports volume_multiplier = 0.75 (the engine USoundCue default),
pitch_multiplier = 1.0. Do not assert 1.0 for volume on a new cue — read it back instead.
⚠️ connect_nodes parameter order
python# parent receives audio FROM child at slot svc.connect_nodes(cue_path, parent_index, child_index, input_slot) # CORRECT: WavePlayer(0) feeds into Random(1) at slot 0 svc.connect_nodes('/Game/MyCue', 1, 0, 0) # WRONG: don't confuse child/parent order
Workflows
Create a Simple SoundCue
pythonimport unreal svc = unreal.SoundCueService() # Create the asset (optionally wire an initial WavePlayer) r = svc.create_sound_cue('/Game/Audio/SC_Footstep', '') assert r.success, r.message # Add a WavePlayer node r = svc.add_wave_player_node('/Game/Audio/SC_Footstep', '/Game/Audio/Footstep_01', -250, 0) assert r.success # Set it as the root (output) nodes = svc.list_nodes('/Game/Audio/SC_Footstep') svc.set_root_node('/Game/Audio/SC_Footstep', nodes[0].node_index) # Save svc.save_sound_cue('/Game/Audio/SC_Footstep')
Random from Multiple Waves
pythonimport unreal svc = unreal.SoundCueService() cue = '/Game/Audio/SC_Footsteps' svc.create_sound_cue(cue, '') # Add 3 wave players for i, wave in enumerate(['/Game/Audio/Step_01', '/Game/Audio/Step_02', '/Game/Audio/Step_03']): svc.add_wave_player_node(cue, wave, -400, i * 150) # Add a Random node to select one svc.add_random_node(cue, -150, 150) nodes = svc.list_nodes(cue) # nodes[0..2] = WavePlayers, nodes[3] = Random random_idx = next(i for i, n in enumerate(nodes) if 'Random' in n.node_class) for i in range(3): svc.connect_nodes(cue, random_idx, i, i) # each wave into random svc.set_root_node(cue, random_idx) svc.save_sound_cue(cue)
Mixer (parallel blend)
pythonimport unreal svc = unreal.SoundCueService() cue = '/Game/Audio/SC_Ambient' svc.create_sound_cue(cue, '') svc.add_wave_player_node(cue, '/Game/Audio/Wind', -400, 0) svc.add_wave_player_node(cue, '/Game/Audio/Rain', -400, 150) svc.add_mixer_node(cue, 2, -150, 75) # 2 inputs nodes = svc.list_nodes(cue) wave0 = next(i for i, n in enumerate(nodes) if 'WavePlayer' in n.node_class and i == 0) wave1 = next(i for i, n in enumerate(nodes) if 'WavePlayer' in n.node_class and i != wave0) mixer = next(i for i, n in enumerate(nodes) if 'Mixer' in n.node_class) svc.connect_nodes(cue, mixer, wave0, 0) svc.connect_nodes(cue, mixer, wave1, 1) svc.set_root_node(cue, mixer) svc.save_sound_cue(cue)
Volume / Pitch / SoundClass
pythonsvc.set_volume_multiplier('/Game/Audio/SC_Explosion', 1.5) svc.set_pitch_multiplier('/Game/Audio/SC_Explosion', 0.9) svc.set_sound_class('/Game/Audio/SC_Explosion', '/Game/Audio/SC_SFX')
API Reference
Asset Lifecycle
| Method | Returns | Notes |
|---|---|---|
create_sound_cue(path, wave_path) | FSoundCueResult | wave_path='' for empty cue |
duplicate_sound_cue(src_path, dst_path) | FSoundCueResult | copy a cue to a new path |
delete_sound_cue(path) | bool | deletes the asset from disk |
get_sound_cue_info(path) | FSoundCueInfo | node count, root index, vol, pitch, duration |
save_sound_cue(path) | bool | saves to disk |
Node Creation — all return FSoundCueResult
| Method | Node Type | Special params |
|---|---|---|
add_wave_player_node(path, wave_path, x, y) | Leaf — plays a SoundWave | wave_path optional |
add_random_node(path, x, y) | Picks one child randomly | — |
add_mixer_node(path, num_inputs, x, y) | Blends children in parallel | num_inputs 1–32 |
add_concatenator_node(path, num_inputs, x, y) | Plays children in sequence | num_inputs 2–32 |
add_modulator_node(path, x, y) | Random pitch/volume variance | — |
add_attenuation_node(path, x, y) | Spatial attenuation (graph node) | — |
add_looping_node(path, x, y) | Loops its child | — |
add_delay_node(path, x, y) | Adds a delay before playing | — |
add_switch_node(path, x, y) | Routes by integer parameter | — |
add_enveloper_node(path, x, y) | Volume/pitch envelope over time | — |
add_distance_cross_fade_node(path, num_inputs, x, y) | Crossfades by distance | num_inputs 2–32 |
add_branch_node(path, x, y, bool_param='') | Routes by bool parameter; True(0) False(1) Unset(2) | optional param name last |
add_param_cross_fade_node(path, num_inputs, x, y) | Crossfades by named float param | num_inputs 2–32 |
add_quality_level_node(path, x, y) | One input per quality level | slot count = project quality levels (see note) |
Node Management
| Method | Returns | Notes |
|---|---|---|
list_nodes(path) | TArray<FSoundCueNodeInfo> | index, class, children, is_root_node |
connect_nodes(path, parent, child, slot) | bool | child feeds audio INTO parent |
disconnect_node(path, parent_index, slot) | bool | break a single input link |
set_root_node(path, index) | bool | sets cue output node |
set_wave_player_asset(path, index, wave_path) | bool | reassign wave on existing node |
remove_node(path, index) | bool | delete a node from the graph |
move_node(path, index, x, y) | bool | reposition a node in the graph |
get_node_property(path, index, prop_name) | FString | read any node UPROPERTY |
set_node_property(path, index, prop_name, value) | bool | write any node UPROPERTY |
Cue-Level Settings
| Method | Returns | Notes |
|---|---|---|
set_volume_multiplier(path, vol) | bool | — |
set_pitch_multiplier(path, pitch) | bool | — |
set_sound_class(path, class_path) | bool | — |
set_attenuation(path, att_path) | bool | att_path='' to clear |
get_attenuation(path) | FString | returns asset path or '' |
set_concurrency(path, conc_path, clear=False) | bool | conc_path='' + clear=True to clear all |
get_concurrency(path) | TArray<FString> | list of assigned concurrency asset paths |
FSoundCueNodeInfo fields
pythonn.node_index # int — position in list_nodes array n.node_class # str — e.g. "SoundNodeWavePlayer" n.node_title # str — display name n.pos_x, n.pos_y # float — graph position n.is_root_node # bool — True if this node is SoundCue.FirstNode n.child_indices # list[int] — indices of connected children (-1 = unconnected slot)
SoundWave Utilities
| Method | Returns | Notes |
|---|---|---|
get_sound_wave_info(sw_path) | FSoundWaveInfo | duration, sample rate, channels, looping, streaming |
import_sound_wave(file_path, asset_path) | FSoundCueResult | import .wav/.mp3 from disk |
set_sound_wave_property(sw_path, prop, value) | bool | set any UPROPERTY by name |
Common set_sound_wave_property property names:
| PropertyName | Type | Example value |
|---|---|---|
bLooping | bool | "true" |
bStreaming | bool | "true" |
VolumeMultiplier | float | "1.5" |
PitchMultiplier | float | "0.9" |
SubtitlePriority | float | "100.0" |
FSoundWaveInfo fields
pythoninfo.asset_path # str info.duration # float — seconds info.sample_rate # int — Hz info.num_channels # int — 1=mono, 2=stereo info.looping # bool (note: NOT is_looping — UE strips the 'b' only) info.streaming # bool (note: NOT is_streaming)
FSoundCueResult fields
pythonr.success # bool r.asset_path # str r.message # str — human-readable status or error
Sample scripts (run via execute_python_code)
scripts/create_sound_cue.txt— create a SoundCue (optionally from a wave) and add nodes.


