import_sound_asset_from_sandbox
Import an audio file from the Linux sandbox into UE5 Content Browser as a SoundWave asset. Provide the local file path, asset name, destination folder, and optional loop flag to complete the import.
Instructions
Import an audio file that lives on the sandbox (Linux side) into the UE5 Content Browser as a SoundWave asset.
The file at local_file_path is read, base64-encoded, embedded in a Python
script that runs inside UE5, decoded back to bytes, written to the Windows temp
folder on the UE machine, and then imported with AssetTools.
For audio files that already exist on the UE5 Windows machine (e.g. downloaded via a browser or placed manually), use import_sound_asset instead — it is simpler and does not require base64 transfer.
Typical workflow: 1. Use audio_generation to create a sound → get a Genspark file URL 2. Use DownloadFileWrapper to save the file to /home/user/webapp/.mp3 3. Call import_sound_asset_from_sandbox( local_file_path="/home/user/webapp/.mp3", ...)
Args: local_file_path: Absolute path to the audio file on the sandbox (e.g. "/home/user/webapp/SFX_TurretFire.mp3") asset_name: Name for the new UE SoundWave asset (no spaces, e.g. "SFX_TurretFire") destination_path: UE content-browser folder (default "/Game/Audio") loop: If True, sets the SoundWave looping flag
Returns: Dict with 'asset_path' (e.g. "/Game/Audio/SFX_TurretFire.SFX_TurretFire") on success, or 'error' on failure.
KB: see knowledge_base/07_DATA_STRUCTURES.md#overview Example: import_sound_asset_from_sandbox(local_file_path="/Game/MCP_Test/Example", asset_name="/Game/MCP_Test/Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | ||
| asset_name | Yes | ||
| local_file_path | Yes | ||
| destination_path | No | /Game/Audio |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |