wire_play_sound_to_blueprint
Wire imported sound assets into Blueprint events by inserting a PlaySound node after a target node.
Instructions
Add a PlaySound2D (or PlaySoundAtLocation) node to a Blueprint wired after a specific node. Used to attach imported sound assets to Blueprint events.
Args: blueprint_name: Blueprint to modify (e.g. "BP_LaserTurret") sound_asset_path: UE content-browser path of the SoundWave (e.g. "/Game/Audio/SFX_TurretFire.SFX_TurretFire") after_node_id: Full node GUID — the 'then' pin of this node will connect to the new PlaySound node's 'execute' pin node_position: [X, Y] graph position for the new node use_play_at_location: If True, use PlaySoundAtLocation (3D); otherwise PlaySound2D (2D/UI)
KB: see knowledge_base/07_DATA_STRUCTURES.md#overview Example: wire_play_sound_to_blueprint(blueprint_name="/Game/MCP_Test/BP_Example", sound_asset_path="/Game/MCP_Test/Example", after_node_id="Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| after_node_id | Yes | ||
| node_position | No | ||
| blueprint_name | Yes | ||
| sound_asset_path | Yes | ||
| use_play_at_location | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |