ue5-blueprint-audio

Implements Blueprint audio logic, event detection, and parameter wiring for Unreal Engine 5.

6|2|Updated Feb 6, 2026
One-click install
npx skills add https://github.com/koshimazaki/UE-AUDIO-MCP --skill ue5-blueprint-audio-koshimazaki
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue5-blueprint-audio
Source: https://github.com/koshimazaki/UE-AUDIO-MCP/tree/main/.claude/skills/ue5-blueprint-audio
Command: npx skills add https://github.com/koshimazaki/UE-AUDIO-MCP --skill ue5-blueprint-audio-koshimazaki

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Connecting game events to audio in Unreal Engine 5 requires knowing dozens of Blueprint nodes, Wwise integration patterns, and MetaSounds parameter wiring, which is slow to research and easy to wire incorrectly. ## Core Features & Use Cases - Blueprint Audio Node Reference: Covers playback, dialogue, mixing, and Wwise (AkAudio) nodes such as PlaySoundAtLocation, PostEvent, and SetRTPCValue. - Game Event Patterns: Provides ready-made wiring patterns for footsteps via anim notifies, overlap-based ambience, weather states, damage impacts, and movement-driven RTPCs. - Project Scanning: Uses MCP tools and TCP plugin commands to list assets and deep-scan Blueprint graphs for audio-relevant nodes, with results importable into a SQLite knowledge base. - Use Case: Ask for a footstep setup and receive the AnimNotify to line trace to Set Switch to PostEvent wiring, plus the corresponding Wwise switch configuration. ## Quick Start Ask the assistant to create a Blueprint footstep sound trigger using an animation notify that posts a Wwise event with surface detection.

Frequently Asked Questions about ue5-blueprint-audio

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I play a sound from a Blueprint in Unreal Engine 5?

Use PlaySound2D for non-positional UI audio or PlaySoundAtLocation for one-shot 3D sounds. For persistent sounds that need parameter control, use SpawnSoundAtLocation or SpawnSound2D, which return an AudioComponent reference.

How to trigger Wwise events from Unreal Engine Blueprints?

Use the AkAudio plugin nodes: PostEvent triggers a Wwise event, SetRTPCValue updates game parameters, and SetSwitch or SetState control switch groups and global states. A common pattern is an anim notify calling a line trace, then Set Switch, then PostEvent.

How do I scan Blueprints for audio nodes in a UE5 project?

Send a scan_blueprint command over the TCP plugin with the asset path and audio_only flag, or run the scan_project.py script with --full-export to batch-scan all Blueprints and MetaSounds graphs into a SQLite database.

Can Blueprints control MetaSounds parameters in UE5?

Yes. Add graph inputs such as Float, Int32, or Trigger in the MetaSounds asset, then in Blueprint get the AudioComponent reference and call SetFloatParameter, SetIntParameter, or SetTriggerParameter with the matching input name.

What is the UE4 Sound Cue equivalent in UE5 MetaSounds?

Most Sound Cue nodes map to MetaSounds equivalents: Attenuation becomes the UE.Attenuation interface, Random becomes Random Get, Mixer becomes Add (Audio), and Switch becomes Trigger Route with a graph input. The skill includes a full conversion table.