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set_sound_class_properties

DestructiveIdempotent

Update a USoundClass asset's volume, pitch, filters, routing, and loading flags in one undoable transaction, then save the changes.

Instructions

Write the given FSoundClassProperties fields of a USoundClass asset (volume, pitch, filters, routing and loading flags) in one undoable transaction, then save it. Only fields you pass change; values are not range-checked and unknown enum names are skipped. Returns every current value plus applied_ flags and saved.

Returns: { sound_class_path: string, success: bool, volume: float, pitch: float, low_pass_frequency: float, attenuation_distance_scale: float, lfe_bleed: float, voice_center_channel_volume: float, radio_filter_volume: float, radio_filter_volume_threshold: float, default_2d_reverb_send_amount: float, apply_effects: bool, always_play: bool, is_ui_sound: bool, is_music: bool, center_channel_only: bool, apply_ambient_volumes: bool, reverb: bool, output_target: string, loading_behavior: string, applied_volume: bool, applied_pitch: bool, applied_low_pass_frequency: bool, applied_attenuation_distance_scale: bool, applied_lfe_bleed: bool, applied_voice_center_channel_volume: bool, applied_radio_filter_volume: bool, applied_radio_filter_volume_threshold: bool, applied_default_2d_reverb_send_amount: bool, applied_apply_effects: bool, applied_always_play: bool, applied_is_ui_sound: bool, applied_is_music: bool, applied_center_channel_only: bool, applied_apply_ambient_volumes: bool, applied_reverb: bool, applied_output_target: bool, applied_loading_behavior: bool, saved: bool }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
pitchNoPitch multiplier for sounds of this class (Properties.Pitch), e.g. 1.2
reverbNoBool for Properties.bReverb (Send to Master Reverb Submix): send referencing sounds to the reverb submix
volumeNoVolume multiplier for sounds of this class (Properties.Volume), e.g. 0.5 for half
is_musicNoBool for Properties.bIsMusic: mark the class as music (propagates to child classes only when the parent is true)
lfe_bleedNoAmount of the sound sent to the LFE (subwoofer) channel (Properties.LFEBleed)
always_playNoBool for Properties.bAlwaysPlay: inflate the priority of referencing sounds so they always play
is_ui_soundNoBool for Properties.bIsUISound: sounds of this class keep playing while the game is paused in the UI
apply_effectsNoBool for Properties.bApplyEffects (Output to Master EQ Submix): route referencing sounds to the Master EQ submix
output_targetNoProperties.OutputTarget enum name (Speaker|Controller|ControllerFallbackToSpeaker); case-insensitive, ignored if unrecognized.
loading_behaviorNoProperties.LoadingBehavior enum name (Inherited|RetainOnLoad|PrimeOnLoad|LoadOnDemand|ForceInline); case-insensitive, ignored if unrecognized.
sound_class_pathYesContent path of the USoundClass asset.
low_pass_frequencyNoLow-pass filter cutoff frequency in Hz (Properties.LowPassFilterFrequency)
center_channel_onlyNoBool for Properties.bCenterChannelOnly: force sounds of this class to the center channel
radio_filter_volumeNoVolume of the legacy radio filter effect (Properties.RadioFilterVolume)
apply_ambient_volumesNoBool for Properties.bApplyAmbientVolumes: apply the Interior/Exterior volume and low-pass modifiers
attenuation_distance_scaleNoScale on the distance used for attenuation (Properties.AttenuationDistanceScale): 0.5 attenuates a sound 1000 units away as if it were 500 away
voice_center_channel_volumeNoAmount sent to the center channel (Properties.VoiceCenterChannelVolume); does not propagate to child classes
default_2d_reverb_send_amountNoReverb send amount for unattenuated (2D) sounds of this class (Properties.Default2DReverbSendAmount)
radio_filter_volume_thresholdNoVolume at which the legacy radio filter kicks in (Properties.RadioFilterVolumeThreshold)

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed16 schema fields changedv1.2.0
    • changedInput schema / properties / always_play / description
      Previous value: -"Properties.bAlwaysPlay."New value: +"Bool for Properties.bAlwaysPlay: inflate the priority of referencing sounds so they always play"
    • changedInput schema / properties / apply_ambient_volumes / description
      Previous value: -"Properties.bApplyAmbientVolumes."New value: +"Bool for Properties.bApplyAmbientVolumes: apply the Interior/Exterior volume and low-pass modifiers"
    • changedInput schema / properties / apply_effects / description
      Previous value: -"Properties.bApplyEffects."New value: +"Bool for Properties.bApplyEffects (Output to Master EQ Submix): route referencing sounds to the Master EQ submix"
    • changedInput schema / properties / attenuation_distance_scale / description
      Previous value: -"Properties.AttenuationDistanceScale."New value: +"Scale on the distance used for attenuation (Properties.AttenuationDistanceScale): 0.5 attenuates a sound 1000 units away as if it were 500 away"
    • changedInput schema / properties / center_channel_only / description
      Previous value: -"Properties.bCenterChannelOnly."New value: +"Bool for Properties.bCenterChannelOnly: force sounds of this class to the center channel"
    • changedInput schema / properties / default_2d_reverb_send_amount / description
      Previous value: -"Properties.Default2DReverbSendAmount."New value: +"Reverb send amount for unattenuated (2D) sounds of this class (Properties.Default2DReverbSendAmount)"
    • changedInput schema / properties / is_music / description
      Previous value: -"Properties.bIsMusic."New value: +"Bool for Properties.bIsMusic: mark the class as music (propagates to child classes only when the parent is true)"
    • changedInput schema / properties / is_ui_sound / description
      Previous value: -"Properties.bIsUISound."New value: +"Bool for Properties.bIsUISound: sounds of this class keep playing while the game is paused in the UI"
    • changedInput schema / properties / lfe_bleed / description
      Previous value: -"Properties.LFEBleed."New value: +"Amount of the sound sent to the LFE (subwoofer) channel (Properties.LFEBleed)"
    • changedInput schema / properties / low_pass_frequency / description
      Previous value: -"Properties.LowPassFilterFrequency."New value: +"Low-pass filter cutoff frequency in Hz (Properties.LowPassFilterFrequency)"
    • changedInput schema / properties / pitch / description
      Previous value: -"Properties.Pitch."New value: +"Pitch multiplier for sounds of this class (Properties.Pitch), e.g. 1.2"
    • changedInput schema / properties / radio_filter_volume / description
      Previous value: -"Properties.RadioFilterVolume."New value: +"Volume of the legacy radio filter effect (Properties.RadioFilterVolume)"
    • changedInput schema / properties / radio_filter_volume_threshold / description
      Previous value: -"Properties.RadioFilterVolumeThreshold."New value: +"Volume at which the legacy radio filter kicks in (Properties.RadioFilterVolumeThreshold)"
    • changedInput schema / properties / reverb / description
      Previous value: -"Properties.bReverb."New value: +"Bool for Properties.bReverb (Send to Master Reverb Submix): send referencing sounds to the reverb submix"
    • changedInput schema / properties / voice_center_channel_volume / description
      Previous value: -"Properties.VoiceCenterChannelVolume."New value: +"Amount sent to the center channel (Properties.VoiceCenterChannelVolume); does not propagate to child classes"
    • changedInput schema / properties / volume / description
      Previous value: -"Properties.Volume."New value: +"Volume multiplier for sounds of this class (Properties.Volume), e.g. 0.5 for half"
  2. First observedv1.1.0

TDQS

A4.3/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Goes well beyond the annotations by disclosing the transaction model ('one undoable transaction, then save it'), partial-update semantics ('only fields you pass change'), lenient validation ('not range-checked', unknown enums silently skipped), and post-condition reporting via applied_<field>/saved flags. This is consistent with destructiveHint=true and idempotentHint=true.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The prose paragraph is tightly front-loaded, leading with the mutation scope and partial-update rule before the caveats. The long Returns block is verbose but justified here because there is no output schema to carry it, though listing values that duplicate parameter names costs some density.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 19-parameter, single-required mutation tool with no output schema, the description covers write semantics, save behavior, validation leniency, and the return shape, so an agent can call and interpret it correctly. Missing only secondary context such as permissions or source-control/checkout implications of the save step.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is already 100%, so the baseline is 3, but the description adds cross-parameter policy the schema cannot express: unpassed fields are untouched, numeric values are unchecked, and unrecognized enum strings are skipped rather than erroring. That meaningfully changes how an agent should construct the call.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb (write) and resource (FSoundClassProperties fields of a USoundClass asset) and enumerates the field groups covered (volume, pitch, filters, routing, loading flags). This clearly separates it from read-side siblings like get_sound_class_properties and the narrowly-scoped set_sound_class_parent.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implies when to use it (mutating a sound class's property set) and notes that only passed fields change, but it names no alternatives, no prerequisites, and no exclusions. An agent must infer that parent changes belong to set_sound_class_parent and reads to get_sound_class_properties.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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