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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

TableJSON Schema
NameRequiredDescriptionDefault
file_pathYes
auto_create_cueNo
destination_pathNo/Game/Audio/

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.5/5.0
Behavior4/5

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

No annotations are provided, so the description carries the full burden. It discloses the import result, optional SoundCue creation with a predictable naming rule, and the exact JSON success/failure response. It does not mention collision or overwrite behavior, but the main side effects are clearly described.

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 description is well structured and front-loaded: purpose, prerequisite, alternative, parameters, return format, then a usable example. The later 'KB' line and second malformed example add noise and risk confusion, so it is not fully concise.

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 3-parameter tool with no annotations and no helpful schema descriptions, this is nearly complete: source requirements, sibling routing, parameter defaults, return JSON, and a valid example are all included. The misleading final example is the main completeness gap.

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?

All three parameters are documented beyond the empty input schema: file_path gets absolute-OS-path and format semantics, destination_path gets a default, and auto_create_cue gets behavioral meaning plus cue naming. However, the trailing example uses file_path="/Game/MCP_Test/Example", which looks like a Content Browser path rather than an absolute OS path and slightly undermines the clear parameter contract.

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 and resource: importing a WAV, OGG, or MP3 file from the UE5 host machine into the Content Browser as a SoundWave asset. It clearly distinguishes itself from the sibling import_sound_asset_from_sandbox and names the optional SoundCue side effect.

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

Usage Guidelines5/5

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

Explicitly states the prerequisite that the file must already exist on the Windows machine running UE5, and directly names import_sound_asset_from_sandbox as the alternative for sandbox files. This gives the agent clear selection criteria between the two import tools.

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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