Content/Skills/sound-cues/SKILL.md
Create and modify SoundCue assets — add nodes, connect them, set audio properties
npx skillsauth add kevinpbuckley/vibeue sound-cuesInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Wrong skill for MetaSound assets? If the user asked about
MetaSound,MS_assets, orUMetaSoundSource, unload this skill and load themetasoundsskill instead:manage_skills(action="load", skill_name="metasounds")SoundCue and MetaSound are completely separate systems — do not useSoundCueServicefor MetaSound tasks.
import unreal
svc = unreal.SoundCueService()
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).b prefix stripped in PythonUE 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 |
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.
connect_nodes parameter order# 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
import 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')
import 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)
import 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)
svc.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')
| 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 |
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 | — |
| 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 |
| 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 |
n.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)
| 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" |
info.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)
r.success # bool
r.asset_path # str
r.message # str — human-readable status or error
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