import_sound_asset
Import WAV, OGG, or MP3 audio from the UE5 host machine into the Content Browser as a SoundWave asset, optionally auto-creating a connected SoundCue.
Instructions
Import a WAV, OGG, or MP3 file from the UE5 host machine into the Content Browser as a SoundWave asset.
The file must already be present on the Windows machine running UE5 (e.g. "C:/Sounds/jump.wav" or "D:/Project/Audio/SFX_Shoot.wav"). For files that exist on the sandbox, use import_sound_asset_from_sandbox instead.
Args: file_path: Absolute OS path to the audio file on the UE5 Windows machine (e.g. "C:/Sounds/jump.wav"). Supports WAV, OGG, and MP3 formats. destination_path: Content Browser folder for the imported asset. Default: "/Game/Audio/" auto_create_cue: If True, also creates a SoundCue asset wired to the imported SoundWave in the same folder. The cue is named _Cue.
Returns: JSON string with the result: Success: {"success": true, "asset_path": "/Game/Audio/jump", "asset_type": "SoundWave", "cue_path": "/Game/Audio/jump_Cue"} (cue_path only if auto_create_cue=True) Failure: {"success": false, "error": ""}
Example usage: import_sound_asset( file_path="C:/Sounds/SFX_TurretFire.wav", destination_path="/Game/Audio/SFX/", auto_create_cue=True )
KB: see knowledge_base/21_METASOUNDS_AND_AUDIO_DSP.md#overview Example: import_sound_asset(file_path="/Game/MCP_Test/Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| file_path | Yes | ||
| auto_create_cue | No | ||
| destination_path | No | /Game/Audio/ |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |