Agent skill

Metasounds

by kevinpbuckley in kevinpbuckley/VibeUE

Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService).

MITAuto-check passedGame Development

Install Metasounds

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill metasounds -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE metasounds --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/metasounds .claude/skills/metasounds && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
metasounds
GitHub stars
730
Token cost
~5.1k tokens
SKILL.md length
1,365 words
Files
2 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService).

  • Works in 7 steps: Discover available nodes → Create a MetaSound → Find the built-in interface node IDs → …
  • The user asks to create a MetaSound
  • SKILL.md covers Key Concepts, Workflow, Method Reference and Common DataTypes, plus 5 more sections
  • Edit a MetaSound graph

What it does

Metasounds is an agent skill from kevinpbuckley/VibeUE. Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.

It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to create a MetaSound
  • Edit a MetaSound graph
  • Add operator/input/output nodes
  • Generate procedural audio

Example prompts

  • “/metasounds”

Requirements

  • Python 3

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Discover available nodes
  2. Create a MetaSound
  3. Find the built-in interface node IDs
  4. Add a node
  5. Set a node input default
  6. Connect nodes
  7. Save

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Metasounds loads about 5.1k tokens when it runs. Until then it costs about 72 tokens; SKILL.md has 1,365 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~72
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 1,365 words, ~5,057 tokens.

Download SKILL.mdSave it as .claude/skills/metasounds/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
metasounds
description
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
display_name
MetaSound Editor
vibeue_classes
MetaSoundService
unreal_classes
MetaSoundSource, MetaSoundBuilder
keywords
metasound, MetaSound, MS_, audio, sound, wave, SoundWave, procedural, trigger, sine, oscillator, WavePlayer

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "audio-and-metasounds"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

MetaSound Service Skill

Use this skill to create and edit MetaSound Source assets via Python.

python
import unreal
ms = unreal.MetaSoundService()

Key Concepts

  • MetaSound Source — a procedural audio asset (UMetaSoundSource) defined by a node graph. It replaces SoundCue for runtime-parameterisable sounds.
  • Node — a DSP processing block (Sine oscillator, Gain, Delay, etc.). Nodes have named input pins and output pins with associated DataTypes.
  • NodeId — a GUID string returned by add_node. Pass it to connect, remove, set_default, etc.
  • Graph I/O — add_graph_input / add_graph_output expose values at the asset level (settable at runtime via Set Float Parameter, etc.).
  • Standard interface — every Source created by this service comes pre-wired with:
    • On Play (Trigger output) — fires when the sound starts
    • On Finished (Trigger input) — call to stop the sound
    • Audio:0 (Audio input on the graph output node) — connect your audio signal here

Workflow

1 — Discover available nodes
python
# List all nodes whose class name or display name contains "Sine"
nodes = ms.list_available_nodes("Sine")
for n in nodes:
    print(n.full_class_name, "  inputs:", n.inputs, "  outputs:", n.outputs)
2 — Create a MetaSound
python
r = ms.create_meta_sound("/Game/Audio", "MS_SineLoop", "Mono")
asset_path = r.asset_path   # "/Game/Audio/MS_SineLoop"
3 — Find the built-in interface node IDs
python
all_nodes = ms.list_nodes(asset_path)
for n in all_nodes:
    print(n.node_id, n.node_title, n.inputs, n.outputs)

# IMPORTANT: A MetaSound Source has MULTIPLE nodes with title "Output" —
# one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio).
# You MUST filter by the node whose inputs contain an Audio-type pin.
# Pin strings are "VertexName:TypeName" — the TypeName suffix after the last colon.
audio_out_node = next(
    n for n in all_nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
# Drop the last :TypeName suffix to get the raw vertex name for connect_nodes
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])  # "UE.OutputFormat.Mono.Audio:0"

# Input node — filter by class_name "Input.Trigger" to avoid matching graph input nodes
# (graph inputs also appear as "Input" nodes but with class "Input.Float", "Input.Bool", etc.)
input_node = next(n for n in all_nodes if n.class_name == "Input.Trigger")
input_node_id = input_node.node_id
on_play_pin = ":".join(input_node.outputs[0].split(":")[:-1])  # "UE.Source.OnPlay"
4 — Add a node
python
# add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0)
# Use list_available_nodes() to discover the correct namespace/name/variant for any node
r2 = ms.add_node(asset_path, "UE", "Sine", "Audio", 1, -200.0, 0.0)
sine_id = r2.node_id   # GUID string
5 — Set a node input default
python
# Set the Sine frequency to 880 Hz
# Use get_node_pins() to confirm exact input pin names before setting
ms.set_node_input_default(asset_path, sine_id, "Frequency", "880.0", "Float")

# Read it back (issue #460):
ms.get_node_input_default(asset_path, sine_id, "Frequency")   # -> "880.000000"
# All inputs at once: name / data_type / default_value / is_connected
for v in ms.get_node_input_values(asset_path, sine_id):
    print(v.name, v.data_type, v.default_value, v.is_connected)
6 — Connect nodes
python
# connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name)
# Sine output pin is "Audio"; AudioOut input pin is "UE.OutputFormat.Mono.Audio:0"
ms.connect_nodes(asset_path, sine_id, "Audio", audio_out_id, audio_in_pin)

# Read the wiring back (issue #460) — every edge touching a node, both directions:
for c in ms.get_node_connections(asset_path, sine_id):
    print(f"{c.from_node_id}.{c.from_output} -> {c.to_node_id}.{c.to_input} [{c.data_type}]")
7 — Save
python
ms.save_meta_sound(asset_path)

Method Reference

Lifecycle
MethodDescription
create_meta_sound(package_path, asset_name, output_format="Mono")Create a new MetaSound Source asset. Returns FMetaSoundResult with asset_path.
delete_meta_sound(asset_path)Delete a MetaSound asset.
get_meta_sound_info(asset_path)Return FMetaSoundInfo (node count, output format, graph I/O names).
save_meta_sound(asset_path)Save after edits. Always call after making graph changes.
Node Discovery
MethodDescription
list_available_nodes(search_filter="")List all registered External/DSP node classes. Returns TArray<FMetaSoundNodeClassInfo>. Each entry has full_class_name, namespace, name, variant, inputs, outputs, display_name.
Node Management
MethodReturnsDescription
add_node(asset_path, namespace, name, variant="", major_version=1, pos_x=0, pos_y=0)FMetaSoundResultAdd a node. node_id on result is the GUID string.
remove_node(asset_path, node_id)FMetaSoundResultRemove node and all its edges.
list_nodes(asset_path)TArray<FMetaSoundNodeInfo>List all nodes in the graph.
get_node_pins(asset_path, node_id)FMetaSoundNodeInfoReturn pin info for a single node.
Connections
MethodReturnsDescription
connect_nodes(asset_path, from_node_id, output_name, to_node_id, input_name)FMetaSoundResultConnect an output pin to an input pin. Check r.success.
disconnect_pin(asset_path, node_id, input_name)FMetaSoundResultRemove the connection going into an input pin.
Graph I/O
MethodReturnsDescription
add_graph_input(asset_path, input_name, data_type, default_value="")FMetaSoundResultAdd a named input exposed as a runtime parameter. Appears as an Input.<Type> node in the graph.
add_graph_output(asset_path, output_name, data_type)FMetaSoundResultAdd a named output.
remove_graph_input(asset_path, input_name)FMetaSoundResultRemove a graph input.
remove_graph_output(asset_path, output_name)FMetaSoundResultRemove a graph output.
Node Configuration
MethodReturnsDescription
set_node_input_default(asset_path, node_id, input_name, value, data_type)FMetaSoundResultSet a literal default on a node input. data_type: "Float", "Int32", "Bool", "String", "WaveAsset".
set_node_location(asset_path, node_id, pos_x, pos_y)FMetaSoundResultUpdate editor position.

Common DataTypes

Type nameDescription
Float32-bit float (frequency, gain, time)
Int32Integer
BoolBoolean
StringText string
AudioAudio signal (mono channel)
TriggerImpulse / event signal
TimeDuration in seconds (use Float in most cases)
WaveAssetReference to a SoundWave asset

Complete Example — 880 Hz Sine Tone

python
import unreal
ms = unreal.MetaSoundService()

# Create asset
r = ms.create_meta_sound("/Game/Audio", "MS_Test880Hz", "Mono")
ap = r.asset_path

# Find the AudioOut node — there are multiple nodes titled "Output" (one per interface
# pin group). Filter for the one whose inputs contain an Audio-type pin.
nodes = ms.list_nodes(ap)
audio_out_node = next(
    n for n in nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
# Pin strings are "VertexName:TypeName" — drop only the last :TypeName to get the vertex name
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])  # "UE.OutputFormat.Mono.Audio:0"

# Add Sine oscillator (use list_available_nodes("Sine") to discover namespace/name/variant)
r2 = ms.add_node(ap, "UE", "Sine", "Audio", 1, -300.0, 0.0)
sine_id = r2.node_id

# Set frequency to 880 Hz (use get_node_pins() to confirm exact pin names)
ms.set_node_input_default(ap, sine_id, "Frequency", "880.0", "Float")

# Connect Sine "Audio" output to the AudioOut sink pin
ms.connect_nodes(ap, sine_id, "Audio", audio_out_id, audio_in_pin)

# Save
ms.save_meta_sound(ap)
print("Done:", ap)

Complete Example — One-Shot SoundWave (Gunshot)

python
import unreal
ms = unreal.MetaSoundService()

# Create a Mono MetaSound Source
r = ms.create_meta_sound("/Game/Audio", "MS_Gunshot", "Mono")
ap = r.asset_path

# Find interface nodes
nodes = ms.list_nodes(ap)

# Input node — has "On Play" Trigger output
input_node = next(n for n in nodes if n.node_title == "Input")
input_node_id = input_node.node_id

# Audio Output node — filter for the one with an Audio-type input
audio_out_node = next(
    n for n in nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
)
audio_out_id = audio_out_node.node_id
audio_in_pin = ":".join(audio_out_node.inputs[0].split(":")[:-1])

# Add Wave Player (Mono) node
# Pin names (no need to call get_node_pins — see Known Node Pins below):
#   Inputs:  "Play" (Trigger), "Stop" (Trigger), "Wave Asset" (WaveAsset), "Loop" (Bool)
#   Outputs: "Out Mono" (Audio), "On Play" (Trigger), "On Finished" (Trigger)
wp = ms.add_node(ap, "UE", "Wave Player", "Mono", 1, -300.0, 0.0)
wp_id = wp.node_id

# Set the wave asset
ms.set_node_input_default(ap, wp_id, "Wave Asset", "/Game/Audio/SW_Gunshot_01", "WaveAsset")

# Wire On Play (Input) → Play (WavePlayer)
# CRITICAL: use the vertex name "UE.Source.OnPlay" — NOT the display name "On Play"
r = ms.connect_nodes(ap, input_node_id, "UE.Source.OnPlay", wp_id, "Play")
if not r.success: raise RuntimeError(f"connect On Play→Play failed: {r.message}")

# Wire Out Mono (WavePlayer) → audio sink (Output)
r = ms.connect_nodes(ap, wp_id, "Out Mono", audio_out_id, audio_in_pin)
if not r.success: raise RuntimeError(f"connect Out Mono→Output failed: {r.message}")

# Save
ms.save_meta_sound(ap)
print("Done:", ap)

Return Type Attribute Reference

Use these exact attribute names — guessing leads to AttributeError.

FMetaSoundResult — returned by most mutating methods
AttributeTypeExample
successboolTrue
messagestr"Connected A.Audio -> B.UE.OutputFormat.Mono.Audio:0"
asset_pathstr"/Game/Audio/MS_Test"
node_idstr (GUID)"A1B2C3D4-..." (populated by add_node only)
python
r = ms.connect_nodes(ap, from_id, "Audio", to_id, pin)
if not r.success:
    raise RuntimeError(r.message)
# NOT r.b_success — that attribute does not exist

FMetaSoundInfo — returned by get_meta_sound_info()
AttributeTypeExample
asset_pathstr"/Game/Audio/MS_Test_Blip"
asset_namestr"MS_Test_Blip"
output_formatstr"Mono"
node_countint4
graph_inputslist[str][]
graph_outputslist[str][]
python
info = svc.get_meta_sound_info(asset_path)
print(info.node_count, info.output_format)
# NOT info.success, info.b_success, info.message

FMetaSoundNodeInfo — returned by list_nodes() and get_node_pins()
AttributeTypeExample
node_idstr (GUID)"A1B2C3D4-..."
node_titlestr"Wave Player"
class_namestr"UE.Wave Player.Mono"
inputslist[str]["Play:Trigger", "Wave Asset:WaveAsset"]
outputslist[str]["Out Mono:Audio", "On Finished:Trigger"]
python
nodes = ms.list_nodes(asset_path)
for n in nodes:
    print(n.node_id, n.node_title, n.class_name)
    # NOT n.node_class, n.node_class_name, n.name
FMetaSoundNodeClassInfo — returned by list_available_nodes()
AttributeTypeExample
full_class_namestr"UE.Wave Player.Mono"
namespacestr"UE"
namestr"Wave Player"
variantstr"Mono"
display_namestr"Wave Player (Mono)"
inputslist[str]["Play:Trigger", ...]
outputslist[str]["Out Mono:Audio", ...]
python
nodes = ms.list_available_nodes("Wave Player")
for n in nodes:
    print(n.name, n.variant, n.full_class_name)
    # NOT n.node_name, n.node_class, n.class_name

Known Node Pins

Use these instead of calling get_node_pins on freshly-added nodes (can time out).

Wave Player (UE.Wave Player.Mono)
DirectionPinType
InputPlayTrigger
InputStopTrigger
InputWave AssetWaveAsset
InputLoopBool
InputPitch ShiftFloat
InputStart TimeTime
InputLoop StartTime
InputLoop DurationTime
InputMaintain Audio SyncBool
OutputOut MonoAudio
OutputOn PlayTrigger
OutputOn FinishedTrigger
OutputOn Nearly FinishedTrigger
OutputOn LoopedTrigger
OutputOn Cue PointTrigger
OutputCue Point IDInt32
OutputCue Point LabelString
OutputLoop PercentFloat
OutputPlayback LocationFloat
OutputPlayback TimeTime
Sine (UE.Sine.Audio)
DirectionPinType
InputFrequencyFloat
InputModulationAudio
InputEnabledBool
InputBi PolarBool
InputSyncTrigger
InputPhase OffsetFloat
InputGlideFloat
InputTypeEnum:SineGenerationType
OutputAudioAudio
Show full SKILL.md (580 more words)Show less
Standard Interface Nodes

CRITICAL: Interface node pins use namespaced vertex names. The display name shown in the editor is NOT the vertex name. Always use the vertex names below in connect_nodes.

Node titleVertex name (EXACT string for connect_nodes)TypeDirection
InputUE.Source.OnPlayTriggerOutput
Output (Trigger)UE.Source.OneShot.OnFinishedTriggerInput
Output (Audio, Mono)UE.OutputFormat.Mono.Audio:0AudioInput
Output (Audio, Stereo Left)UE.OutputFormat.Stereo.Audio:0AudioInput
Output (Audio, Stereo Right)UE.OutputFormat.Stereo.Audio:1AudioInput
Output (Audio, Quad 0–3)UE.OutputFormat.Quad.Audio:0 … :3AudioInput

The audio output format depends on the output_format passed to create_meta_sound ("Mono" / "Stereo" / "Quad"). A Stereo source has two Output.Audio nodes (Left :0, Right :1); a Quad source has four. Mono has one.


Connecting to a Stereo (or Quad) output

A Mono asset has a single audio sink, so next(...) is fine. Stereo/Quad assets have one audio output node per channel — grab them all and feed each one, or channels will be silent.

python
# Collect every audio sink node (works for Mono, Stereo, and Quad)
nodes = ms.list_nodes(ap)
audio_out_nodes = [
    n for n in nodes
    if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)
]
# Sort by channel index so [0]=Left, [1]=Right (the vertex name ends with ":<index>:Audio")
audio_out_nodes.sort(key=lambda n: n.inputs[0])

# Mono: one node. Stereo: two (Left, Right). Quad: four.
# Example — send a mono signal (e.g. a Mixer "Out") to BOTH stereo channels:
for out_node in audio_out_nodes:
    sink_pin = out_node.inputs[0]                 # e.g. "UE.OutputFormat.Stereo.Audio:0:Audio"
    r = ms.connect_nodes(ap, source_id, "Out", out_node.node_id, sink_pin)
    if not r.success: raise RuntimeError(r.message)

For a true stereo image, drive Left and Right from different signals (e.g. two oscillators, or a stereo Audio Mixer (Stereo, N) whose Out L / Out R feed the two sinks). To get a stereo mixer, search list_available_nodes("Mixer") for a (Stereo, …) variant — the (Mono, N) mixer has a single Out pin and only fills one channel on its own.

connect_nodes accepts the full "VertexName:TypeName" pin string (it strips the trailing :TypeName), so you can pass n.inputs[0] directly without manual splitting.


Notes

  • Save after every batch of edits, not after each individual operation, to avoid excessive disk I/O.
  • list_available_nodes("") returns all registered node classes (~400+). Use a filter like "Sine", "Delay", "Gain" to narrow the results.
  • Node pin names for standard nodes use UE display names (e.g. "In Frequency", "Out", "Audio:0"). Use get_node_pins() to confirm exact names.
  • A MetaSound Source has multiple nodes with node_title == "Output" — one per interface pin group (e.g. "On Finished" Trigger, "Out Mono" Audio). To find the audio sink node, filter for the Output node whose inputs contain an Audio-type pin: next(n for n in nodes if n.node_title == "Output" and any(p.endswith(":Audio") for p in n.inputs)). Pin strings from list_nodes are "VertexName:TypeName" — you can pass them directly to connect_nodes, which now automatically strips the trailing :TypeName suffix. Manual stripping (":".join(pin.split(":")[:-1])) still works but is no longer required.
  • Node namespace/name/variant values differ from what the MetaSound editor displays. Always call list_available_nodes("keyword") to discover the correct values; do not guess.
  • MetaSound Sources do not support SoundCue-style SoundNodeWavePlayer — use the WavePlayer MetaSound node instead (discover via list_available_nodes("Wave Player")).
  • Graph inputs appear as Input nodes in the graph (class_name == "Input.Float", "Input.Bool", etc.). When filtering for the standard interface Input node (the one that carries On Play), always match by class_name == "Input.Trigger" — not by node_title == "Input" alone, which will also match graph input nodes.
  • AudioMixer pins interleave audio and gain: Audio Mixer (Mono, 2) has pins ["In 0:Audio", "Gain 0:Float", "In 1:Audio", "Gain 1:Float"]. Never index by position — always filter for :Audio typed pins when connecting audio signals: audio_ins = [p.split(":")[0] for p in mixer_node.inputs if p.endswith(":Audio")].
  • Stereo MetaSound Sources have TWO audio output sinks, one per channel. A Stereo source's audio output pins are UE.OutputFormat.Stereo.Audio:0 (Left) and UE.OutputFormat.Stereo.Audio:1 (Right) — exposed as two separate Output.Audio nodes, not one. (Quad has four: :0–:3.) You must feed both channels or one side will be silent. The single-next() audio-sink finder used for Mono only grabs one channel — for Stereo, collect every audio output node. See Connecting to a Stereo/Quad output below.

Sample scripts (run via execute_python_code)

  • scripts/create_metasound.txt — create a MetaSound Source and list available node types.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (scripts) in Content/Skills/metasounds of kevinpbuckley/VibeUE.

  • SKILL.md
  • scripts/create_metasound.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

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    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed

More from kevinpbuckley/VibeUE

All 39 skills in this repo
  • Unreal Animation Bone Editor

    kevinpbuckley/VibeUE

    Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

    730 GitHub stars~1.3k tokensUpdated 3 days ago
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  • Unreal Animation Montage

    kevinpbuckley/VibeUE

    Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.

    730 GitHub stars~3.6k tokensUpdated 3 days ago
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  • Unreal AnimSequence Editor

    kevinpbuckley/VibeUE

    Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

    730 GitHub stars~3.2k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Asset Import and Export

    kevinpbuckley/VibeUE

    Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.

    730 GitHub stars~6.5k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Engine Settings Control

    kevinpbuckley/VibeUE

    Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.

    730 GitHub stars~1.3k tokensUpdated 3 days ago
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  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    730 GitHub stars~2.4k tokensUpdated 3 days ago
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Questions about Metasounds

What does Metasounds do?

Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Metasounds is an agent skill from kevinpbuckley/VibeUE. Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService).

When should I use Metasounds?

Metasounds fits situations like: the user asks to create a MetaSound; edit a MetaSound graph; add operator/input/output nodes; generate procedural audio.

How do I install Metasounds in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill metasounds -a claude-code`. Or copy the skill folder (Content/Skills/metasounds in kevinpbuckley/VibeUE) into .claude/skills/metasounds in your project. Claude Code loads it when a task matches its description.

How do I install Metasounds in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill metasounds -a codex`. Or copy the skill folder (Content/Skills/metasounds in kevinpbuckley/VibeUE) into .agents/skills/metasounds in your project. Codex loads it when a task matches its description.

Can I use Metasounds in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill metasounds -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/metasounds, .gemini/skills/metasounds, .github/skills/metasounds and .opencode/skills/metasounds in your project.

What does Metasounds need to run?

SKILL.md names no scripts, command-line tools or credentials: Metasounds is instructions for the agent only. Our summary lists: Python 3.

Does Metasounds access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Metasounds safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Metasounds use?

Metasounds is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Metasounds use?

About 5.1k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Metasounds?

Skills that share tags, products or a category with Metasounds: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Metasounds?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.