Token导航 LogoToken导航TokenDH.com
研究检索external-servicegithub未标认证来源可访问许可证需确认审计通过

ue5-blueprint-audioUE5 蓝图音频

Agent Skill

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

总安装

436

周安装

18

GitHub Stars

公开资料未说明

下载量

143
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ue5-blueprint-audio(UE5 蓝图音频)
来源仓库:https://github.com/koshimazaki/ue-audio-skills
仓库路径:skills/ue5-blueprint-audio
安装命令:
npx skills add https://github.com/koshimazaki/ue-audio-skills --skill ue5-blueprint-audio
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/koshimazaki/ue-audio-skills --skill ue5-blueprint-audio

简介

ue5-blueprint-audio 用于辅助音频、音乐、语音转写、语音合成或声音素材处理。

  • 适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。
  • 使用时需要确认输入音频来源、输出格式、时长和模型限制。
  • 涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。
  • 当前无额外底部简介,功能以原始 SKILL.md 为准。

SKILL.md

Unreal Engine Blueprint — Audio Logic & Asset Management

Handle Blueprint audio logic: game event detection, parameter wiring to MetaSounds/Wwise, asset scanning, and audio component setup.

Blueprint Audio Architecture

Blueprints are the WHEN layer — they detect game events and route parameters to audio systems:

Game Event (overlap, anim notify, input)
  → Blueprint Logic (detect, filter, transform)
    → Audio Action (play sound, set RTPC, post event)

Audio Blueprint Nodes

Playback

NodeUseSpatial
PlaySound2DUI, non-positional audioNo
PlaySoundAtLocationOne-shot 3D soundYes
SpawnSoundAtLocationPersistent 3D sound (returns component)Yes
SpawnSound2DPersistent non-spatialNo

Dialogue

NodeUse
PlayDialogue2DNon-spatial dialogue
PlayDialogueAtLocation3D dialogue
SpawnDialogue2DPersistent non-spatial dialogue
SpawnDialogueAtLocationPersistent 3D dialogue

Mixing

NodeUse
SetSoundMixClassOverrideOverride sound class volumes
ClearSoundMixClassOverrideRemove overrides
PushSoundMixModifierActivate sound mix
PopSoundMixModifierDeactivate sound mix
SetGlobalPitchModulationGlobal pitch shift

Wwise (via AkAudio plugin)

NodeUse
PostEventTrigger Wwise event
SetRTPCValueSet RTPC parameter
SetSwitchSet switch group value
SetStateSet global state
PostTriggerPost Wwise trigger

Game Event Patterns

Animation Notify → Sound

AnimNotify_Footstep
  → Line Trace Down (surface detect)
  → Set Switch (Surface = result)
  → PostEvent (Play_Footstep)

Overlap Volume → Ambient

OnBeginOverlap
  → Set RTPC (Ambient_Volume = 1.0)
OnEndOverlap
  → Set RTPC (Ambient_Volume = 0.0)

State Change → Weather Audio

OnWeatherChanged (Rain/Snow/Wind/Clear)
  → Set State (Weather = new_state)
  → Set RTPC (Wind_Intensity = value)

Damage → Impact Sound

OnHit / OnDamageReceived
  → Get Hit Result (surface, location, normal)
  → SpawnSoundAtLocation (location, rotation from normal)
  → Set Switch (Material = physical material)

Player Movement → Audio Params

Tick / Timer
  → Get Velocity → Vector Length
  → Set RTPC (Player_Speed = length)
  → Set RTPC (Player_Height = Z position)

Blueprint Scanning

The MCP plugin can deep-scan Blueprint graphs for audio-relevant nodes.

Scan Commands (via TCP plugin)

// List all project Blueprints
{"action": "list_assets", "class_filter": "Blueprint"}

// Scan one BP for audio nodes
{"action": "scan_blueprint", "asset_path": "/Game/BP_Player", "audio_only": true, "include_pins": true}

// List MetaSounds assets
{"action": "list_assets", "class_filter": "MetaSoundSource"}

// List all sound waves
{"action": "list_assets", "class_filter": "SoundWave"}

Batch Project Scan

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

Scans all BPs + MetaSounds graphs, imports to SQLite, rebuilds TF-IDF embeddings.

Scan Output Structure

{
  "blueprint_name": "BP_Player",
  "parent_class": "Character",
  "total_nodes": 245,
  "graphs": [
    {
      "graph_name": "EventGraph",
      "nodes": [
        {
          "type": "CallFunction",
          "function": "PlaySoundAtLocation",
          "is_audio": true,
          "pins": [...]
        }
      ]
    }
  ],
  "audio_summary": {
    "total_audio_nodes": 4,
    "functions": ["PlaySoundAtLocation", "SetRTPCValue"],
    "events": ["Play_Footstep"],
    "components": ["AkComponent"]
  }
}

Audio Detection Keywords

Sound, Audio, Ak, Wwise, MetaSound, RTPC, PostEvent, SoundCue, SoundWave, AudioComponent, AkComponent, SoundClass, SoundMix, Attenuation, Reverb, Submix, AudioVolume, AmbientSound, DialogueWave, SoundBase

Asset Types (class_filter values)

FilterWhat
BlueprintAll Blueprints
WidgetBlueprintUI Blueprints
AnimBlueprintAnimation Blueprints
MetaSoundSourceMetaSounds Source assets
MetaSoundPatchMetaSounds Patch assets
SoundWaveImported audio files
SoundCueLegacy Sound Cue graphs
SoundAttenuationAttenuation settings
SoundClassSound classification
SoundConcurrencyConcurrency rules
SoundMixMix presets
ReverbEffectReverb settings

Blueprint ↔ MetaSounds Wiring

Exposing MetaSounds Parameters to Blueprint

  1. Add graph input in MetaSounds (Float, Int32, Trigger)
  2. In Blueprint, get AudioComponent reference
  3. Call SetFloatParameter / SetIntParameter / SetTriggerParameter
AudioComponent → SetFloatParameter("Cutoff", 2000.0)
AudioComponent → SetTriggerParameter("Fire")

Blueprint ↔ Wwise Wiring

  1. Create GameParameter in Wwise (e.g., "Player_Speed")
  2. In Blueprint, call SetRTPCValue("Player_Speed", velocity)
  3. In Wwise, map RTPC to volume/pitch/filter curves

Available MCP Tools (Python)

ToolFunction
bp_searchSearch knowledge DB for Blueprint nodes
bp_node_infoGet detailed node specification
bp_list_categoriesList Blueprint node categories
bp_call_functionExecute allowlisted function via plugin
bp_list_assetsList project assets by class
bp_scan_blueprintDeep-scan BP graph for audio nodes

UE4 → UE5 Conversion Map

UE4 Sound CueUE5 MetaSounds
AttenuationUE.Attenuation interface
ConcatenatorTrigger Sequence → Wave Players
Crossfade by DistanceMap Range + Crossfade
DelayTrigger Delay
DopplerDoppler Pitch Shift
LoopingWave Player Loop=true
MixerAdd (Audio)
ModulatorRandom Get → Multiply
OscillatorSine/Saw/Square/Triangle
RandomRandom Get
Sound Wave PlayerWave Player
BranchTrigger Route
Continuous ModulatorLFO
SwitchTrigger Route + graph input

Source Files

  • Blueprint tools: src/ue_audio_mcp/tools/blueprints.py
  • Knowledge DB: src/ue_audio_mcp/knowledge/db.py (tables: blueprint_audio, blueprint_core, blueprint_nodes_scraped, project_blueprints)
  • Tutorials: src/ue_audio_mcp/knowledge/tutorials.py
  • Scan script: scripts/scan_project.py
  • BP scraper: scripts/scrape_blueprint_api.py
  • C++ scan command: ue5_plugin/UEAudioMCP/Source/UEAudioMCP/Private/Commands/QueryCommands.cpp

$ARGUMENTS

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

38.89%
按下载量换算56

Claude

30.93%
按下载量换算44

Cursor

18.78%
按下载量换算27

Gemini CLI

9.24%
按下载量换算13

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

external-service

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills