ue5-audio-mcp

📁 koshimazaki/ue-audio-skills 📅 10 days ago
3
总安装量
3
周安装量
#57469
全站排名
安装命令
npx skills add https://github.com/koshimazaki/ue-audio-skills --skill ue5-audio-mcp

Agent 安装分布

crush 3
gemini-cli 3
github-copilot 3
codex 3
cursor 3
opencode 3

Skill 文档

UE Audio MCP Plugin — TCP Control (42 Commands)

Drive the C++ TCP server inside Unreal Editor. All commands use 4-byte big-endian length prefix + UTF-8 JSON on 127.0.0.1:9877.

Requires the UE Audio MCP Plugin installed in your UE5 project.

Connection

# Python SDK
from ue_audio_mcp.ue5_connection import get_ue5_connection
conn = get_ue5_connection()
resp = conn.send_command({"action": "ping"})

# Raw TCP
python3 -c "
import socket, struct, json
s = socket.socket(); s.settimeout(5); s.connect(('127.0.0.1', 9877))
p = json.dumps({'action':'ping'}).encode()
s.sendall(struct.pack('>I', len(p)) + p)
r = s.recv(4); l = struct.unpack('>I', r)[0]; print(json.loads(s.recv(l)))
"

All 42 Commands

System (1)

Command Params Returns
ping — engine, version, project, features[]

MetaSounds Builder Lifecycle (3)

Command Params Returns
create_builder asset_type (Source/Patch/Preset), name asset_type, name
add_interface interface —
build_to_asset name, path (/Game/…) name, path

Graph I/O (2)

Command Params Returns
add_graph_input name, type, default? name, type
add_graph_output name, type name, type

Node Operations (3)

Command Params Returns
add_node id, node_type, position? [x,y] id, node_type
set_default node_id, input, value node_id, input
connect from_node, from_pin, to_node, to_pin all four

__graph__ = sentinel node ID for graph boundary connections.

Audition & Editor (3)

Command Params Returns
audition name? —
stop_audition — —
open_in_editor — —

Graph Variables (3, UE 5.7+)

Command Params Returns
add_graph_variable name, type, default? name, type
add_variable_get_node id, variable_name, delayed? id, variable_name
add_variable_set_node id, variable_name id, variable_name

Presets (2)

Command Params Returns
convert_to_preset referenced_asset (/Game/…) referenced_asset
convert_from_preset — —

Query & Export (7)

Command Params Returns
list_node_classes filter?, limit? (200), include_pins?, include_metadata? nodes[], total, shown
list_metasound_nodes (alias for list_node_classes) same
get_node_locations asset_path nodes[], edges[]
get_graph_input_names — names[], count
set_live_updates enabled (bool) enabled
export_metasound asset_path asset_type, is_preset, interfaces[], graph_inputs[], graph_outputs[], variables[], nodes[], edges[]
list_blueprint_functions filter?, class_filter?, audio_only?, limit?, include_pins?, list_classes_only? functions[], total

Blueprint & Assets (4)

Command Params Returns
call_function function, args? function, return_value?
list_assets class_filter?, path?, limit? assets[], total, shown
scan_blueprint asset_path, audio_only?, include_pins? graphs[], audio_summary
export_audio_blueprint asset_path nodes[], edges[], audio_summary

Allowlisted functions: PlaySound2D, PlaySoundAtLocation, SpawnSoundAtLocation, SpawnSound2D, SetSoundMixClassOverride, ClearSoundMixClassOverride, PushSoundMixModifier, PopSoundMixModifier, SetGlobalPitchModulation, SetGlobalListenerFocusParameters, PlayDialogue2D, PlayDialogueAtLocation, SpawnDialogue2D, SpawnDialogueAtLocation, GetPlayerCameraManager, GetPlayerController, GetPlayerPawn.

class_filter values: Blueprint, WidgetBlueprint, AnimBlueprint, MetaSoundSource, MetaSoundPatch, SoundWave, SoundCue, SoundAttenuation, SoundClass, SoundConcurrency, SoundMix, ReverbEffect.

Blueprint Builder (7)

Command Params Returns
bp_open_blueprint asset_path asset_path, graphs[]
bp_add_node kind (CallFunction/CustomEvent/VariableGet/VariableSet), name, graph? node_id, kind, name
bp_connect_pins from_node, from_pin, to_node, to_pin all four
bp_set_pin_default node_id, pin_name, value node_id, pin_name
bp_compile — success, errors[], warnings[]
bp_register_existing_node node_id, graph? node_id, name, kind
bp_list_pins node_id pins[] (name, type, direction, connected, default)

Node kinds: CallFunction (audio API calls), CustomEvent (event receivers), VariableGet/VariableSet (Blueprint variables). Security: Only allowlisted audio functions can be called — prevents arbitrary code execution.

World Audio Setup (7)

Command Params Returns
place_anim_notify animation_path, notify_type, time, sound? animation_path, notify_type, time
place_bp_anim_notify animation_path, notify_class, time animation_path, time
spawn_audio_emitter sound_path, location [x,y,z], name?, attenuation? name, location
import_sound_file file_path, destination source_path, destination, asset_name
set_physical_surface material_path, surface_type material_path, surface_type
place_audio_volume location [x,y,z], extent [x,y,z], name?, reverb_effect?, priority? name, location, volume_extent
spawn_blueprint_actor blueprint_path, location [x,y,z], name?, rotation? [p,y,r] name, blueprint_path, location

Assets (1)

Command Params Returns
duplicate_asset source_path, dest_path, dest_name source_path, dest_path

Key Pin Names

  • Sine/Saw/Square/Triangle: IN: Frequency, Phase Offset, Glide, Bias; OUT: Audio
  • AD Envelope: IN: Trigger, Attack Time, Decay Time; OUT: Out Envelope
  • ADSR Envelope: IN: Trigger Attack, Trigger Release, Attack Time, Decay Time, Sustain Level, Release Time; OUT: Out Envelope
  • Biquad Filter: IN: In, Cutoff Frequency, Bandwidth, Filter Type; OUT: Out
  • Wave Player: IN: Play, Stop, Wave Asset, Start Time, Loop, Pitch Shift; OUT: Out Audio, On Finished
  • Multiply/Add (Audio): IN: Primary Operand, Operand; OUT: Out
  • Map Range: IN: Value, In Range A, In Range B, Out Range A, Out Range B, Clamped; OUT: Out

Full pin reference: scripts/ms_node_specs.json (93 nodes, 464 pins)

Example Workflows

Simple Sine → Output

{"action":"create_builder", "asset_type":"Source", "name":"MySine"}
{"action":"add_interface", "interface":"MetaSound"}
{"action":"add_graph_output", "name":"Out Mono", "type":"Audio"}
{"action":"add_node", "id":"osc", "node_type":"UE::Sine::Audio"}
{"action":"set_default", "node_id":"osc", "input":"Frequency", "value":440}
{"action":"connect", "from_node":"osc", "from_pin":"Audio", "to_node":"__graph__", "to_pin":"Out Mono"}
{"action":"build_to_asset", "name":"MySine", "path":"/Game/Audio/MCP"}

Blueprint Audio Wiring

{"action":"bp_open_blueprint", "asset_path":"/Game/BP_Player"}
{"action":"bp_add_node", "kind":"CallFunction", "name":"PlaySound2D"}
{"action":"bp_add_node", "kind":"CustomEvent", "name":"OnFootstep"}
{"action":"bp_connect_pins", "from_node":"OnFootstep", "from_pin":"then", "to_node":"PlaySound2D", "to_pin":"execute"}
{"action":"bp_compile"}

World Audio Setup

{"action":"import_sound_file", "file_path":"/sounds/footstep_concrete_01.wav", "destination":"/Game/Audio/Footsteps"}
{"action":"spawn_audio_emitter", "sound_path":"/Game/Audio/Ambient/Wind", "location":[0,0,100], "name":"WindEmitter"}
{"action":"place_audio_volume", "location":[0,0,200], "extent":[500,500,300], "reverb_effect":"/Game/Audio/Reverb/LargeHall"}
{"action":"place_anim_notify", "animation_path":"/Game/Anims/Walk", "notify_type":"PlaySound", "time":0.3, "sound":"/Game/Audio/Footsteps/Step01"}

Project Scan & Export

{"action":"list_assets", "class_filter":"Blueprint"}
{"action":"scan_blueprint", "asset_path":"/Game/BP_Player", "audio_only":true}
{"action":"list_assets", "class_filter":"MetaSoundSource"}
{"action":"export_metasound", "asset_path":"/Game/Audio/MS_Gunshot"}

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

Gotchas

  • Must call create_builder before any node/connection ops
  • __graph__ is NOT a real node — it’s the boundary sentinel
  • Path must start with /Game/ or /Engine/, no ..
  • Audio vs Float: cannot cross-connect — use correct node variant
  • TCP drops after ~17 rapid commands — use reconnect with progressive delay
  • Builder state is global — only one active builder at a time
  • list_node_classes discovers real class names — the 65-name registry may miss some
  • BP Builder is additive-only — no node deletion (add nodes + wire, don’t remove)
  • bp_compile may fail silently — check errors[] in response
  • World commands spawn into the current editor level — save before spawning

Source Files

  • C++ plugin: UE-AUDIO-MCP (42 commands, TCP:9877)
  • Python tools: src/ue_audio_mcp/tools/
  • Node registry: src/ue_audio_mcp/knowledge/metasound_nodes.py (195 nodes, 1053 entries)

$ARGUMENTS