create_modulation_parameter
Create and save a USoundModulationParameter asset of a chosen concrete class at a specified path; returns path, name, class, and creation status.
Instructions
Creates a USoundModulationParameter asset of the chosen concrete class at parameter_path and saves it. An existing parameter there is returned untouched with its real class (not saved). Returns parameter_path, parameter_name, parameter_class, created, already_existed, saved. Tune it with set_modulation_parameter_settings.
Returns: { parameter_path, parameter_name, parameter_class, created, already_existed, saved }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| parameter_path | Yes | Full asset path (e.g. /Game/MyGame/Param_Volume); the package path is the directory portion and the leaf becomes the asset name | |
| parameter_class | Yes | Concrete class name (case-insensitive). One of: Volume, Frequency, LPFrequency, HPFrequency, Bipolar, Additive, Scaled; the engine spellings LPFFrequency and HPFFrequency are accepted too. |