ue5-blueprint-audio

Unreal Engine 5 Blueprint audio specialist. Use when working with Blueprint audio logic, game event detection, parameter wiring, audio components, scanning blueprints for audio nodes, listing project assets, or connecting game state to audio systems via UE5.

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Install skill "ue5-blueprint-audio" with this command: npx skills add koshimazaki/ue-audio-skills/koshimazaki-ue-audio-skills-ue5-blueprint-audio

Unreal Engine Blueprint — Audio Logic & Asset Management

Handle Blueprint audio logic: game event detection, parameter wiring to MetaSounds/Wwise, asset scanning, and audio component setup.

Blueprint Audio Architecture

Blueprints are the WHEN layer — they detect game events and route parameters to audio systems:

Game Event (overlap, anim notify, input)
  → Blueprint Logic (detect, filter, transform)
    → Audio Action (play sound, set RTPC, post event)

Audio Blueprint Nodes

Playback

NodeUseSpatial
PlaySound2DUI, non-positional audioNo
PlaySoundAtLocationOne-shot 3D soundYes
SpawnSoundAtLocationPersistent 3D sound (returns component)Yes
SpawnSound2DPersistent non-spatialNo

Dialogue

NodeUse
PlayDialogue2DNon-spatial dialogue
PlayDialogueAtLocation3D dialogue
SpawnDialogue2DPersistent non-spatial dialogue
SpawnDialogueAtLocationPersistent 3D dialogue

Mixing

NodeUse
SetSoundMixClassOverrideOverride sound class volumes
ClearSoundMixClassOverrideRemove overrides
PushSoundMixModifierActivate sound mix
PopSoundMixModifierDeactivate sound mix
SetGlobalPitchModulationGlobal pitch shift

Wwise (via AkAudio plugin)

NodeUse
PostEventTrigger Wwise event
SetRTPCValueSet RTPC parameter
SetSwitchSet switch group value
SetStateSet global state
PostTriggerPost Wwise trigger

Game Event Patterns

Animation Notify → Sound

AnimNotify_Footstep
  → Line Trace Down (surface detect)
  → Set Switch (Surface = result)
  → PostEvent (Play_Footstep)

Overlap Volume → Ambient

OnBeginOverlap
  → Set RTPC (Ambient_Volume = 1.0)
OnEndOverlap
  → Set RTPC (Ambient_Volume = 0.0)

State Change → Weather Audio

OnWeatherChanged (Rain/Snow/Wind/Clear)
  → Set State (Weather = new_state)
  → Set RTPC (Wind_Intensity = value)

Damage → Impact Sound

OnHit / OnDamageReceived
  → Get Hit Result (surface, location, normal)
  → SpawnSoundAtLocation (location, rotation from normal)
  → Set Switch (Material = physical material)

Player Movement → Audio Params

Tick / Timer
  → Get Velocity → Vector Length
  → Set RTPC (Player_Speed = length)
  → Set RTPC (Player_Height = Z position)

Blueprint Scanning

The MCP plugin can deep-scan Blueprint graphs for audio-relevant nodes.

Scan Commands (via TCP plugin)

// List all project Blueprints
{"action": "list_assets", "class_filter": "Blueprint"}

// Scan one BP for audio nodes
{"action": "scan_blueprint", "asset_path": "/Game/BP_Player", "audio_only": true, "include_pins": true}

// List MetaSounds assets
{"action": "list_assets", "class_filter": "MetaSoundSource"}

// List all sound waves
{"action": "list_assets", "class_filter": "SoundWave"}

Batch Project Scan

python scripts/scan_project.py --full-export --import-db --rebuild-embeddings

Scans all BPs + MetaSounds graphs, imports to SQLite, rebuilds TF-IDF embeddings.

Scan Output Structure

{
  "blueprint_name": "BP_Player",
  "parent_class": "Character",
  "total_nodes": 245,
  "graphs": [
    {
      "graph_name": "EventGraph",
      "nodes": [
        {
          "type": "CallFunction",
          "function": "PlaySoundAtLocation",
          "is_audio": true,
          "pins": [...]
        }
      ]
    }
  ],
  "audio_summary": {
    "total_audio_nodes": 4,
    "functions": ["PlaySoundAtLocation", "SetRTPCValue"],
    "events": ["Play_Footstep"],
    "components": ["AkComponent"]
  }
}

Audio Detection Keywords

Sound, Audio, Ak, Wwise, MetaSound, RTPC, PostEvent, SoundCue, SoundWave, AudioComponent, AkComponent, SoundClass, SoundMix, Attenuation, Reverb, Submix, AudioVolume, AmbientSound, DialogueWave, SoundBase

Asset Types (class_filter values)

FilterWhat
BlueprintAll Blueprints
WidgetBlueprintUI Blueprints
AnimBlueprintAnimation Blueprints
MetaSoundSourceMetaSounds Source assets
MetaSoundPatchMetaSounds Patch assets
SoundWaveImported audio files
SoundCueLegacy Sound Cue graphs
SoundAttenuationAttenuation settings
SoundClassSound classification
SoundConcurrencyConcurrency rules
SoundMixMix presets
ReverbEffectReverb settings

Blueprint ↔ MetaSounds Wiring

Exposing MetaSounds Parameters to Blueprint

  1. Add graph input in MetaSounds (Float, Int32, Trigger)
  2. In Blueprint, get AudioComponent reference
  3. Call SetFloatParameter / SetIntParameter / SetTriggerParameter
AudioComponent → SetFloatParameter("Cutoff", 2000.0)
AudioComponent → SetTriggerParameter("Fire")

Blueprint ↔ Wwise Wiring

  1. Create GameParameter in Wwise (e.g., "Player_Speed")
  2. In Blueprint, call SetRTPCValue("Player_Speed", velocity)
  3. In Wwise, map RTPC to volume/pitch/filter curves

Available MCP Tools (Python)

ToolFunction
bp_searchSearch knowledge DB for Blueprint nodes
bp_node_infoGet detailed node specification
bp_list_categoriesList Blueprint node categories
bp_call_functionExecute allowlisted function via plugin
bp_list_assetsList project assets by class
bp_scan_blueprintDeep-scan BP graph for audio nodes

UE4 → UE5 Conversion Map

UE4 Sound CueUE5 MetaSounds
AttenuationUE.Attenuation interface
ConcatenatorTrigger Sequence → Wave Players
Crossfade by DistanceMap Range + Crossfade
DelayTrigger Delay
DopplerDoppler Pitch Shift
LoopingWave Player Loop=true
MixerAdd (Audio)
ModulatorRandom Get → Multiply
OscillatorSine/Saw/Square/Triangle
RandomRandom Get
Sound Wave PlayerWave Player
BranchTrigger Route
Continuous ModulatorLFO
SwitchTrigger Route + graph input

Source Files

  • Blueprint tools: src/ue_audio_mcp/tools/blueprints.py
  • Knowledge DB: src/ue_audio_mcp/knowledge/db.py (tables: blueprint_audio, blueprint_core, blueprint_nodes_scraped, project_blueprints)
  • Tutorials: src/ue_audio_mcp/knowledge/tutorials.py
  • Scan script: scripts/scan_project.py
  • BP scraper: scripts/scrape_blueprint_api.py
  • C++ scan command: ue5_plugin/UEAudioMCP/Source/UEAudioMCP/Private/Commands/QueryCommands.cpp

$ARGUMENTS

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