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
# List all nodes whose class name or display name contains "Sine"
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 # "/Game/Audio/MS_SineLoop"
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)
# IMPORTANT: A MetaSound Source has MULTIPLE nodes with title "Output" —
# one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio).
# You MUST filter by the node whose inputs contain an Audio-type pin.
# Pin strings are "VertexName:TypeName" — the TypeName suffix after the last colon.
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
# Drop the last :TypeName suffix to get the raw vertex name for connect_nodes
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1]) # "UE.OutputFormat.Mono.Audio:0"
# Input node — filter by class_name "Input.Trigger" to avoid matching graph input nodes
# (graph inputs also appear as "Input" nodes but with class "Input.Float", "Input.Bool", etc.)
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]) # "UE.Source.OnPlay"
4 — Add a node
# add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0)
# Use list_available_nodes() to discover the correct namespace/name/variant for any node
r2 = ms.add_node(asset_path, "UE", "Sine", "Audio", 1, -200.0, 0.0)
sine_id = r2.node_id # GUID string
5 — Set a node input default
# Set the Sine frequency to 880 Hz
# Use get_node_pins() to confirm exact input pin names before setting
ms.set_node_input_default(asset_path, sine_id, "Frequency", "880.0", "Float")
6 — Connect nodes
# connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name)
# Sine output pin is "Audio"; AudioOut input pin is "UE.OutputFormat.Mono.Audio:0"
ms.connect_nodes(asset_path, sine_id, "Audio", audio_out_id, audio_in_pin)
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()
# Create asset
r = ms.create_meta_sound("/Game/Audio", "MS_Test880Hz", "Mono")
ap = r.asset_path
# Find the AudioOut node — there are multiple nodes titled "Output" (one per interface
# pin group). Filter for the one whose inputs contain an Audio-type pin.
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
# Pin strings are "VertexName:TypeName" — drop only the last :TypeName to get the vertex name
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1]) # "UE.OutputFormat.Mono.Audio:0"
# Add Sine oscillator (use list_available_nodes("Sine") to discover namespace/name/variant)
r2 = ms.add_node(ap, "UE", "Sine", "Audio", 1, -300.0, 0.0)
sine_id = r2.node_id
# Set frequency to 880 Hz (use get_node_pins() to confirm exact pin names)
ms.set_node_input_default(ap, sine_id, "Frequency", "880.0", "Float")
# Connect Sine "Audio" output to the AudioOut sink pin
ms.connect_nodes(ap, sine_id, "Audio", audio_out_id, audio_in_pin)
# Save
ms.save_meta_sound(ap)
print("Done:", ap)
Complete Example — One-Shot SoundWave (Gunshot)
import unreal
ms = unreal.MetaSoundService()
# Create a Mono MetaSound Source
r = ms.create_meta_sound("/Game/Audio", "MS_Gunshot", "Mono")
ap = r.asset_path
# Find interface nodes
nodes = ms.list_nodes(ap)
# Input node — has "On Play" Trigger output
input_node = next(n for n in nodes if n.node_title == "Input")
input_node_id = input_node.node_id
# Audio Output node — filter for the one with an Audio-type input
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])
# Add Wave Player (Mono) node
# Pin names (no need to call get_node_pins — see Known Node Pins below):
# Inputs: "Play" (Trigger), "Stop" (Trigger), "Wave Asset" (WaveAsset), "Loop" (Bool)
# Outputs: "Out Mono" (Audio), "On Play" (Trigger), "On Finished" (Trigger)
wp = ms.add_node(ap, "UE", "Wave Player", "Mono", 1, -300.0, 0.0)
wp_id = wp.node_id
# Set the wave asset
ms.set_node_input_default(ap, wp_id, "Wave Asset", "/Game/Audio/SW_Gunshot_01", "WaveAsset")
# Wire On Play (Input) → Play (WavePlayer)
# CRITICAL: use the vertex name "UE.Source.OnPlay" — NOT the display name "On Play"
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}")
# Wire Out Mono (WavePlayer) → audio sink (Output)
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}")
# Save
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)
# NOT r.b_success — that attribute does not exist
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)
# NOT info.success, info.b_success, info.message
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)
# NOT n.node_class, n.node_class_name, n.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)
# NOT n.node_name, n.node_class, n.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.
# Collect every audio sink node (works for Mono, Stereo, and Quad)
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)
]
# Sort by channel index so [0]=Left, [1]=Right (the vertex name ends with ":<index>:Audio")
audio_out_nodes.sort(key=lambda n: n.inputs[0])
# Mono: one node. Stereo: two (Left, Right). Quad: four.
# Example — send a mono signal (e.g. a Mixer "Out") to BOTH stereo channels:
for out_node in audio_out_nodes:
sink_pin = out_node.inputs[0] # e.g. "UE.OutputFormat.Stereo.Audio:0:Audio"
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.pyx — create a MetaSound Source and list available node types.