| name | metasounds |
| display_name | MetaSound Editor |
| description | Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio. |
| vibeue_classes | ["MetaSoundService"] |
| unreal_classes | ["MetaSoundSource","MetaSoundBuilder"] |
| keywords | ["metasound","MetaSound","MS_","audio","sound","wave","SoundWave","procedural","trigger","sine","oscillator","WavePlayer"] |
🧠 Brains complement: IF an unreal-engine-skills-manager tool (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.
MetaSound Service Skill
Use this skill to create and edit MetaSound Source assets via Python.
import unreal
ms = unreal.MetaSoundService()
Key Concepts
- MetaSound Source — a procedural audio asset (
UMetaSoundSource) defined by a node graph. It replaces SoundCue for runtime-parameterisable sounds.
- Node — a DSP processing block (Sine oscillator, Gain, Delay, etc.). Nodes have named input pins and output pins with associated DataTypes.
- NodeId — a GUID string returned by
add_node. Pass it to connect, remove, set_default, etc.
- Graph I/O —
add_graph_input / add_graph_output expose values at the asset level (settable at runtime via Set Float Parameter, etc.).
- Standard interface — every Source created by this service comes pre-wired with:
On Play (Trigger output) — fires when the sound starts
On Finished (Trigger input) — call to stop the sound
Audio:0 (Audio input on the graph output node) — connect your audio signal here
Workflow
1 — Discover available nodes
nodes = ms.list_available_nodes("Sine")
for n in nodes:
print(n.full_class_name, " inputs:", n.inputs, " outputs:", n.outputs)
2 — Create a MetaSound
r = ms.create_meta_sound("/Game/Audio", "MS_SineLoop", "Mono")
asset_path = r.asset_path
3 — Find the built-in interface node IDs
all_nodes = ms.list_nodes(asset_path)
for n in all_nodes:
print(n.node_id, n.node_title, n.inputs, n.outputs)
audio_out_node = next(
n for n in all_nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])
input_node = next(n for n in all_nodes if n.class_name == "Input.Trigger")
input_node_id = input_node.node_id
on_play_pin = ":".join(input_node.outputs[0].split(":")[:-1])
4 — Add a node
r2 = ms.add_node(asset_path, "UE", "Sine", "Audio", 1, -200.0, 0.0)
sine_id = r2.node_id
5 — Set a node input default
ms.set_node_input_default(asset_path, sine_id, "Frequency", "880.0", "Float")
ms.get_node_input_default(asset_path, sine_id, "Frequency")
for v in ms.get_node_input_values(asset_path, sine_id):
print(v.name, v.data_type, v.default_value, v.is_connected)
6 — Connect nodes
ms.connect_nodes(asset_path, sine_id, "Audio", audio_out_id, audio_in_pin)
for c in ms.get_node_connections(asset_path, sine_id):
print(f"{c.from_node_id}.{c.from_output} -> {c.to_node_id}.{c.to_input} [{c.data_type}]")
7 — Save
ms.save_meta_sound(asset_path)
Method Reference
Lifecycle
| Method | Description |
|---|
create_meta_sound(package_path, asset_name, output_format="Mono") | Create a new MetaSound Source asset. Returns FMetaSoundResult with asset_path. |
delete_meta_sound(asset_path) | Delete a MetaSound asset. |
get_meta_sound_info(asset_path) | Return FMetaSoundInfo (node count, output format, graph I/O names). |
save_meta_sound(asset_path) | Save after edits. Always call after making graph changes. |
Node Discovery
| Method | Description |
|---|
list_available_nodes(search_filter="") | List all registered External/DSP node classes. Returns TArray<FMetaSoundNodeClassInfo>. Each entry has full_class_name, namespace, name, variant, inputs, outputs, display_name. |
Node Management
| Method | Returns | Description |
|---|
add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0) | FMetaSoundResult | Add a node. node_id on result is the GUID string. |
remove_node(asset_path, node_id) | FMetaSoundResult | Remove node and all its edges. |
list_nodes(asset_path) | TArray<FMetaSoundNodeInfo> | List all nodes in the graph. |
get_node_pins(asset_path, node_id) | FMetaSoundNodeInfo | Return pin info for a single node. |
Connections
| Method | Returns | Description |
|---|
connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name) | FMetaSoundResult | Connect an output pin to an input pin. Check r.success. |
disconnect_pin(asset_path, node_id, input_name) | FMetaSoundResult | Remove the connection going into an input pin. |
Graph I/O
| Method | Returns | Description |
|---|
add_graph_input(asset_path, input_name, data_type, default_value="") | FMetaSoundResult | Add a named input exposed as a runtime parameter. Appears as an Input.<Type> node in the graph. |
add_graph_output(asset_path, output_name, data_type) | FMetaSoundResult | Add a named output. |
remove_graph_input(asset_path, input_name) | FMetaSoundResult | Remove a graph input. |
remove_graph_output(asset_path, output_name) | FMetaSoundResult | Remove a graph output. |
Node Configuration
| Method | Returns | Description |
|---|
set_node_input_default(asset_path, node_id, input_name, value, data_type) | FMetaSoundResult | Set a literal default on a node input. data_type: "Float", "Int32", "Bool", "String", "WaveAsset". |
set_node_location(asset_path, node_id, pos_x, pos_y) | FMetaSoundResult | Update editor position. |
Common DataTypes
| Type name | Description |
|---|
Float | 32-bit float (frequency, gain, time) |
Int32 | Integer |
Bool | Boolean |
String | Text string |
Audio | Audio signal (mono channel) |
Trigger | Impulse / event signal |
Time | Duration in seconds (use Float in most cases) |
WaveAsset | Reference to a SoundWave asset |
Complete Example — 880 Hz Sine Tone
import unreal
ms = unreal.MetaSoundService()
r = ms.create_meta_sound("/Game/Audio", "MS_Test880Hz", "Mono")
ap = r.asset_path
nodes = ms.list_nodes(ap)
audio_out_node = next(
n for n in nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])
r2 = ms.add_node(ap, "UE", "Sine", "Audio", 1, -300.0, 0.0)
sine_id = r2.node_id
ms.set_node_input_default(ap, sine_id, "Frequency", "880.0", "Float")
ms.connect_nodes(ap, sine_id, "Audio", audio_out_id, audio_in_pin)
ms.save_meta_sound(ap)
print("Done:", ap)
Complete Example — One-Shot SoundWave (Gunshot)
import unreal
ms = unreal.MetaSoundService()
r = ms.create_meta_sound("/Game/Audio", "MS_Gunshot", "Mono")
ap = r.asset_path
nodes = ms.list_nodes(ap)
input_node = next(n for n in nodes if n.node_title == "Input")
input_node_id = input_node.node_id
audio_out_node = next(
n for n in nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])
wp = ms.add_node(ap, "UE", "Wave Player", "Mono", 1, -300.0, 0.0)
wp_id = wp.node_id
ms.set_node_input_default(ap, wp_id, "Wave Asset", "/Game/Audio/SW_Gunshot_01", "WaveAsset")
r = ms.connect_nodes(ap, input_node_id, "UE.Source.OnPlay", wp_id, "Play")
if not r.success: raise RuntimeError(f"connect On Play→Play failed: {r.message}")
r = ms.connect_nodes(ap, wp_id, "Out Mono", audio_out_id, audio_in_pin)
if not r.success: raise RuntimeError(f"connect Out Mono→Output failed: {r.message}")
ms.save_meta_sound(ap)
print("Done:", ap)
Return Type Attribute Reference
Use these exact attribute names — guessing leads to AttributeError.
FMetaSoundResult — returned by most mutating methods
| Attribute | Type | Example |
|---|
success | bool | True |
message | str | "Connected A.Audio -> B.UE.OutputFormat.Mono.Audio:0" |
asset_path | str | "/Game/Audio/MS_Test" |
node_id | str (GUID) | "A1B2C3D4-..." (populated by add_node only) |
r = ms.connect_nodes(ap, from_id, "Audio", to_id, pin)
if not r.success:
raise RuntimeError(r.message)
FMetaSoundInfo — returned by get_meta_sound_info()
| Attribute | Type | Example |
|---|
asset_path | str | "/Game/Audio/MS_Test_Blip" |
asset_name | str | "MS_Test_Blip" |
output_format | str | "Mono" |
node_count | int | 4 |
graph_inputs | list[str] | [] |
graph_outputs | list[str] | [] |
info = svc.get_meta_sound_info(asset_path)
print(info.node_count, info.output_format)
FMetaSoundNodeInfo — returned by list_nodes() and get_node_pins()
| Attribute | Type | Example |
|---|
node_id | str (GUID) | "A1B2C3D4-..." |
node_title | str | "Wave Player" |
class_name | str | "UE.Wave Player.Mono" |
inputs | list[str] | ["Play:Trigger", "Wave Asset:WaveAsset"] |
outputs | list[str] | ["Out Mono:Audio", "On Finished:Trigger"] |
nodes = ms.list_nodes(asset_path)
for n in nodes:
print(n.node_id, n.node_title, n.class_name)
FMetaSoundNodeClassInfo — returned by list_available_nodes()
| Attribute | Type | Example |
|---|
full_class_name | str | "UE.Wave Player.Mono" |
namespace | str | "UE" |
name | str | "Wave Player" |
variant | str | "Mono" |
display_name | str | "Wave Player (Mono)" |
inputs | list[str] | ["Play:Trigger", ...] |
outputs | list[str] | ["Out Mono:Audio", ...] |
nodes = ms.list_available_nodes("Wave Player")
for n in nodes:
print(n.name, n.variant, n.full_class_name)
Known Node Pins
Use these instead of calling get_node_pins on freshly-added nodes (can time out).
Wave Player (UE.Wave Player.Mono)
| Direction | Pin | Type |
|---|
| Input | Play | Trigger |
| Input | Stop | Trigger |
| Input | Wave Asset | WaveAsset |
| Input | Loop | Bool |
| Input | Pitch Shift | Float |
| Input | Start Time | Time |
| Input | Loop Start | Time |
| Input | Loop Duration | Time |
| Input | Maintain Audio Sync | Bool |
| Output | Out Mono | Audio |
| Output | On Play | Trigger |
| Output | On Finished | Trigger |
| Output | On Nearly Finished | Trigger |
| Output | On Looped | Trigger |
| Output | On Cue Point | Trigger |
| Output | Cue Point ID | Int32 |
| Output | Cue Point Label | String |
| Output | Loop Percent | Float |
| Output | Playback Location | Float |
| Output | Playback Time | Time |
Sine (UE.Sine.Audio)
| Direction | Pin | Type |
|---|
| Input | Frequency | Float |
| Input | Modulation | Audio |
| Input | Enabled | Bool |
| Input | Bi Polar | Bool |
| Input | Sync | Trigger |
| Input | Phase Offset | Float |
| Input | Glide | Float |
| Input | Type | Enum:SineGenerationType |
| Output | Audio | Audio |
Standard Interface Nodes
CRITICAL: Interface node pins use namespaced vertex names. The display name shown
in the editor is NOT the vertex name. Always use the vertex names below in connect_nodes.
| Node title | Vertex name (EXACT string for connect_nodes) | Type | Direction |
|---|
Input | UE.Source.OnPlay | Trigger | Output |
Output (Trigger) | UE.Source.OneShot.OnFinished | Trigger | Input |
Output (Audio, Mono) | UE.OutputFormat.Mono.Audio:0 | Audio | Input |
Output (Audio, Stereo Left) | UE.OutputFormat.Stereo.Audio:0 | Audio | Input |
Output (Audio, Stereo Right) | UE.OutputFormat.Stereo.Audio:1 | Audio | Input |
Output (Audio, Quad 0–3) | UE.OutputFormat.Quad.Audio:0 … :3 | Audio | Input |
The audio output format depends on the output_format passed to create_meta_sound
("Mono" / "Stereo" / "Quad"). A Stereo source has two Output.Audio nodes
(Left :0, Right :1); a Quad source has four. Mono has one.
Connecting to a Stereo (or Quad) output
A Mono asset has a single audio sink, so next(...) is fine. Stereo/Quad assets have one
audio output node per channel — grab them all and feed each one, or channels will be silent.
nodes = ms.list_nodes(ap)
audio_out_nodes = [
n for n in nodes
if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
]
audio_out_nodes.sort(key=lambda n: n.inputs[0])
for out_node in audio_out_nodes:
sink_pin = out_node.inputs[0]
r = ms.connect_nodes(ap, source_id, "Out", out_node.node_id, sink_pin)
if not r.success: raise RuntimeError(r.message)
For a true stereo image, drive Left and Right from different signals (e.g. two oscillators,
or a stereo Audio Mixer (Stereo, N) whose Out L / Out R feed the two sinks). To get a
stereo mixer, search list_available_nodes("Mixer") for a (Stereo, …) variant — the
(Mono, N) mixer has a single Out pin and only fills one channel on its own.
connect_nodes accepts the full "VertexName:TypeName" pin string (it strips the trailing
:TypeName), so you can pass n.inputs[0] directly without manual splitting.
Notes
- Save after every batch of edits, not after each individual operation, to avoid excessive disk I/O.
list_available_nodes("") returns all registered node classes (~400+). Use a filter like "Sine", "Delay", "Gain" to narrow the results.
- Node pin names for standard nodes use UE display names (e.g.
"In Frequency", "Out", "Audio:0"). Use get_node_pins() to confirm exact names.
- A MetaSound Source has multiple nodes with
node_title == "Output" — one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio). To find the audio sink node, filter for the Output node whose inputs contain an Audio-type pin: next(n for n in nodes if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)). Pin strings from list_nodes are "VertexName:TypeName" — you can pass them directly to connect_nodes, which now automatically strips the trailing :TypeName suffix. Manual stripping (":".join(pin.split(":")[:-1])) still works but is no longer required.
- Node namespace/name/variant values differ from what the MetaSound editor displays. Always call
list_available_nodes("keyword") to discover the correct values; do not guess.
- MetaSound Sources do not support SoundCue-style
SoundNodeWavePlayer — use the WavePlayer MetaSound node instead (discover via list_available_nodes("Wave Player")).
- Graph inputs appear as
Input nodes in the graph (class_name == "Input.Float", "Input.Bool", etc.). When filtering for the standard interface Input node (the one that carries On Play), always match by class_name == "Input.Trigger" — not by node_title == "Input" alone, which will also match graph input nodes.
- AudioMixer pins interleave audio and gain:
Audio Mixer (Mono, 2) has pins ["In 0:Audio", "Gain 0:Float", "In 1:Audio", "Gain 1:Float"]. Never index by position — always filter for :Audio typed pins when connecting audio signals: audio_ins = [p.split(":")[0] for p in mixer_node.inputs if p.endswith(":Audio")].
- Stereo MetaSound Sources have TWO audio output sinks, one per channel. A Stereo source's audio output pins are
UE.OutputFormat.Stereo.Audio:0 (Left) and UE.OutputFormat.Stereo.Audio:1 (Right) — exposed as two separate Output.Audio nodes, not one. (Quad has four: :0–:3.) You must feed both channels or one side will be silent. The single-next() audio-sink finder used for Mono only grabs one channel — for Stereo, collect every audio output node. See Connecting to a Stereo/Quad output below.
Sample scripts (run via execute_python_code)
scripts/create_metasound.txt — create a MetaSound Source and list available node types.