What problem does it solve? Unreal Engine audio involves many interacting systems — sound assets, audio components, attenuation, mixing, concurrency, and MetaSounds — and getting playback, spatialization, or runtime parameter control wrong leads to silent sounds, voice spam, and broken mixes. This Skill gives an AI agent the correct UE 5.8 classes, API signatures, and patterns to implement game audio correctly in C++. ## Core Features & Use Cases - Playback from C++: Fire-and-forget one-shots with UGameplayStatics versus controllable UAudioComponent playback with fades, delegates, and GC-safe UPROPERTY storage. - 3D Spatialization & Mixing: Configure USoundAttenuation falloff, sound classes, submixes, audio buses, and concurrency steal rules to control volume groups and voice limits. - MetaSounds & Quartz: Drive typed MetaSound inputs at runtime, read generator outputs, build graphs with the Builder API, and schedule beat-quantized playback on Quartz clocks. - Use Case: Attach a looping engine sound to a vehicle actor, expose an RPM float parameter to a MetaSound, and cap simultaneous impact sounds with a concurrency asset so heavy combat never clips the mix. ## Quick Start Use the ue-audio-and-metasounds skill to play a 3D explosion sound at a hit location with attenuation and then fade out a looping engine audio component.