Skip to main content
Glama

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

TableJSON Schema
NameRequiredDescriptionDefault
loopNo
asset_nameYes
local_file_pathYes
destination_pathNo/Game/Audio

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
resultYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

A4.2/5.0
Behavior4/5

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

With no annotations provided, the description carries the behavioral disclosure burden. It explains the full transfer mechanism: base64-encoding, embedding in a Python script, decoding on the UE machine, writing to the Windows temp folder, and importing via AssetTools. It also documents the return dict. Minor gaps such as failure modes or cleanup behavior prevent a perfect score.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-organized with a front-loaded purpose, mechanism, workflow, args, returns, and example. It is longer than strictly necessary, and the incorrect example detracts from its usefulness. The structure is solid, but the misleading example makes the whole description less reliable.

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?

The description covers the core operation, prerequisite workflow, alternative tool routing, all parameter details, return contract, and even a KB pointer. Since no annotations or schema descriptions exist, this is a fairly complete package. The only notable completeness flaw is the contradictory example.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The Args section adds crucial meaning beyond the schema, which has 0% description coverage: path format, asset name constraints, default destination, and loop flag behavior. However, the included example uses '/Game/MCP_Test/Example' for both local_file_path and asset_name, which contradicts the documented sandbox path and no-spaces name format, creating real ambiguity for an agent following the example.

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?

The description states a precise verb and resource: import an audio file from the sandbox into the UE5 Content Browser as a SoundWave asset. It also explicitly names the sibling tool import_sound_asset and contrasts the scenario, so an agent can distinguish the two without inspecting schemas.

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?

The description gives explicit when-to-use versus when-not-to-use guidance: 'For audio files that already exist on the UE5 Windows machine ... use import_sound_asset instead.' It also provides a concrete three-step workflow involving audio_generation, DownloadFileWrapper, and this tool, leaving no ambiguity about the intended usage context.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Deploy Server

Other Tools