set_sound_cue_node_properties
Set editable properties on a Sound Cue node using its node_id, applying only the specified keys. Partial updates write just editable UPROPERTY values without touching graph wiring.
Instructions
Set the EditAnywhere properties of a Sound Cue node (located by node_id) via reflection. The writer twin of get_sound_cue_graph, which reads them. Partial update (idempotent): only keys present in properties are written, and only editable (CPF_Edit) props are touched (ChildNodes/graph wiring are unreachable here — use connect_sound_cue_nodes). Keys are the camelCase UPROPERTY names, the same ones get_sound_cue_graph reports under each node's properties (e.g. a Modulator: pitchMin/pitchMax/volumeMin/volumeMax; a Delay: delayMin/delayMax).
Returns: { cue_path: string, node_id: int, node_class: string, applied_keys: [string], saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_id | Yes | node_id (index in AllNodes) from add_sound_cue_node / get_sound_cue_graph. | |
| cue_path | Yes | Full asset path of the cue, e.g. /Game/SoundCues/SC_Foo | |
| properties | Yes | Object of {camelCaseName: value} to apply to the node. |