add_sound_cue_node
Create a USoundNode in a Sound Cue and return its node ID for wiring audio logic. Specify cue asset and node type, with optional wave path for WavePlayer nodes.
Instructions
Construct a USoundNode inside a Sound Cue and return its node_id
Returns: { cue_path: string, node_id: int, node_type: string, node_class: string, max_child_nodes: int, child_count: int, sound_wave_set: bool, sound_wave_path: string, node_count: int, saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| cue_path | Yes | Full asset path of the cue, e.g. /Game/SoundCues/SC_Foo | |
| node_type | Yes | One of WavePlayer|Mixer|Random|Looping|Modulator|Delay|Concatenator|Attenuation|Branch|DistanceCrossFade|Doppler|Enveloper|GroupControl|ModulatorContinuous|Oscillator|ParamCrossFade|QualityLevel|SoundClass|Switch|WaveParam | |
| sound_wave_path | No | Optional USoundWave path for WavePlayer nodes only |