add_play_sound_at_location_node
Add a PlaySoundAtLocation node to a Blueprint to trigger audio feedback at a specified world position when called.
Instructions
Add a PlaySoundAtLocation node to a Blueprint for audio feedback.
From Ch. 6 (Adding sound and particle effects). Plays a sound cue at the actor's world location when called.
Args: blueprint_name: Target Blueprint sound_asset_path: Sound asset path (e.g., "/Game/FPWeapon/Audio/FirstPersonTemplateWeaponFire02") volume_multiplier: Volume scale (1.0 = normal) pitch_multiplier: Pitch scale (1.0 = normal) node_position: [X, Y] graph position
KB: see knowledge_base/08_MATERIALS_AND_RENDERING.md#overview Example: add_play_sound_at_location_node(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_position | No | ||
| blueprint_name | Yes | ||
| pitch_multiplier | No | ||
| sound_asset_path | No | ||
| volume_multiplier | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |