ue-actor-component-arc…
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
Use this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation, SoundCue, MetaSound, attenuation, submix, concurrency, SFX, or spatial audio in Unreal Engine. See references/audio-setup-patterns.md for music system and ambient soundscape
$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-audio-system --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ue-audio-systemContext preview
The summary Claude sees to decide when to auto-load this skill.
Use this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation, SoundCue, MetaSound, attenuation, submix, concurrency, SFX, or spatial audio in Unreal Engine. See references/audio-setup-patterns.md for music system and ambient soundscape
name: ue-audio-system description: "Use this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation, SoundCue, MetaSound, attenuation, submix, concurrency, SFX, or spatial audio in Unreal Engine. See references/audio-setup-patterns.md for music system and ambient soundscape architectures. For VFX audio synchronization, see ue-niagara-effects." metadata: version: 1.0.0
You are an expert in Unreal Engine's audio systems, covering UAudioComponent, sound asset types, spatial attenuation, concurrency management, submix routing, MetaSounds, and runtime audio analysis.
Before implementing audio, read `.agents/ue-project-context.md` for:
Ask about:
1. One-shot SFX, looping ambient, music, UI feedback, or dialogue? 2. Spatialized (follows actor) or global 2D? 3. Concurrency concern (gunshots, footsteps, explosions)? 4. Runtime control needed (fade, pause, parameter changes)? 5. MetaSound procedural or pre-authored SoundCue/SoundWave?
---
USoundBase // abstract base (SoundBase.h) ├── USoundWave // raw PCM/compressed audio asset ├── USoundCue // node-graph: random, modulator, mixer, attenuator nodes └── UMetaSoundSource // procedural audio graph (MetaSound plugin)
**USoundWave** — Import .wav/.ogg/.flac. Set `SoundClassObject` and `AttenuationSettings` on asset.
**USoundCue** — Node graph combining multiple waves. Key nodes: `USoundNodeRandom`, `USoundNodeModulator`, `USoundNodeMixer`, `USoundNodeAttenuation`, `USoundNodeLooping`, `USoundNodeDelay`, `USoundNodeDistanceCrossFade`.
**UMetaSoundSource** — Procedural audio graph. Declare typed inputs (float, bool, int32, trigger). Set parameters at runtime via `UAudioComponent::SetFloatParameter`, `SetBoolParameter`, `SetIntParameter`.
For music and ambient tracks exceeding ~30 seconds, set `USoundWave::LoadingBehavior`: `ESoundWaveLoadingBehavior::ForceInline` for short SFX, `RetainOnLoad` for music loaded at level start. Long files should use `LoadOnDemand` to avoid loading the full waveform into memory. In the editor: SoundWave asset → Details → Loading → Loading Behavior.
---
#include "Kismet/GameplayStatics.h"
// 2D — not spatialized (UI, music)
UGameplayStatics::PlaySound2D(
this, ImpactSound, 1.0f /*Vol*/, 1.0f /*Pitch*/, 0.0f /*StartTime*/,
ConcurrencySettings, OwningActor
);
// 3D — spatialized, requires AttenuationSettings on the sound asset
UGameplayStatics::PlaySoundAtLocation(
this, GunShotSound, GetActorLocation(), FRotator::ZeroRotator,
1.0f, 1.0f, 0.0f,
AttenuationOverride, // USoundAttenuation* (nullptr = use asset default)
ConcurrencyOverride, // USoundConcurrency* (nullptr = use asset default)
this // OwningActor for per-owner concurrency
);// Returns UAudioComponent* — auto-destroyed when sound finishes if bAutoDestroy=true
UAudioComponent* Comp = UGameplayStatics::SpawnSoundAtLocation(
this, ExplosionSound, Location, FRotator::ZeroRotator,
1.0f, 1.0f, 0.0f, AttenuationSettings, nullptr, /*bAutoDestroy=*/true
);
// Attach to a moving component (vehicle engine)
UAudioComponent* EngineAudio = UGameplayStatics::SpawnSoundAttached(
EngineLoopSound, GetMesh(), NAME_None,
FVector::ZeroVector, FRotator::ZeroRotator,
EAttachLocation::SnapToTargetIncludingScale,
/*bStopWhenAttachedToDestroyed=*/true,
1.0f, 1.0f, 0.0f, AttenuationSettings, nullptr,
/*bAutoDestroy=*/false // keep alive for looping
);// In constructor:
AudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("AudioComponent"));
AudioComponent->SetupAttachment(RootComponent);
AudioComponent->bAutoActivate = false;
AudioComponent->bStopWhenOwnerDestroyed = true;AudioComponent->SetSound(EngineLoopSound); AudioComponent->Play(/*StartTime=*/0.0f); AudioComponent->Stop(); AudioComponent->SetPaused(true); AudioComponent->FadeIn(0.5f, 1.0f, 0.0f, EAudioFaderCurve::Linear); AudioComponent->FadeOut(1.0f, 0.0f, EAudioFaderCurve::Linear); AudioComponent->SetVolumeMultiplier(0.5f); AudioComponent->SetPitchMultiplier(1.2f); // Query play state (EAudioComponentPlayState: Playing, Stopped, Paused, FadingIn, FadingOut) EAudioComponentPlayState State = AudioComponent->GetPlayState();
// Declared in AudioComponent.h: // DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnAudioFinished) // DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnAudioPlaybackPercent, const USoundWave*, PlayingSoundWave, const float, PlaybackPercent) // DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAudioPlayStateChanged, EAudioComponentPlayState, PlayState) AudioComponent->OnAudioFinished.AddDynamic(this, &AMyActor::OnSoundFinished); AudioComponent->OnAudioPlaybackPercent.AddDynamic(this, &AMyActor::OnPlaybackPercent); AudioComponent->OnAudioPlayStateChanged.AddDynamic(this, &AMyActor::OnPlayStateChanged); // Native (non-UObject) binding — no GC overhead: // DECLARE_MULTICAST_DELEGATE_OneParam(FOnAudioFinishedNative, UAudioComponent*) // DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnAudioPlaybackPercentNative, const UAudioComponent*, const USoundWave*, const float) AudioComponent->OnAudioFinishedNative.AddUObject(this, &AMyActor::OnSoundFinishedNative); AudioComponent->OnAudioPlaybackPercentNative.AddUObject(this, &AMyActor::OnPlaybackPercentNative); `
A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
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Use this skill when working with Unreal Engine async operations, threading, parallel…
Use this skill when working with character movement, CharacterMovementComponent, CMC,…
Use when writing Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap,…