Hyperframes CLI
nateherkai/hyperframes-student-kit
HyperFrames CLI tool — hyperframes init, lint, preview, render, transcribe, tts, doctor, browser, info, upgrade, compositions, docs, benchmark.
A skill your agent uses when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-audio-system --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-audio-system .claude/skills/ue-audio-system && rm -rf skills-srcUse ~/.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/
Install the "ue-audio-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-system into .claude/skills/ue-audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-audio-system", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-systemType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-audio-system --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/ue-audio-system .agents/skills/ue-audio-system && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "ue-audio-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-system into .agents/skills/ue-audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-audio-system", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-audio-system --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/ue-audio-system .cursor/skills/ue-audio-system && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "ue-audio-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-system into .cursor/skills/ue-audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-audio-system", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/quodsoler/unreal-engine-skills.git --path skills/ue-audio-system--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-audio-system --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/ue-audio-system .gemini/skills/ue-audio-system && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "ue-audio-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-system into .gemini/skills/ue-audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-audio-system", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install quodsoler/unreal-engine-skills ue-audio-systemInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/ue-audio-system .github/skills/ue-audio-system && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "ue-audio-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-system into .github/skills/ue-audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-audio-system", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-audio-system --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/ue-audio-system .opencode/skills/ue-audio-system && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "ue-audio-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-audio-system into .opencode/skills/ue-audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-audio-system", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
ue-audio-systemA skill your agent uses when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio.
Ue Audio System is an agent skill from quodsoler/unreal-engine-skills. Use when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. Also use when the user mentions 'UAudioComponent', 'PlaySoundAtLocation', 'SpawnSoundAttached', 'SoundCue', 'MetaSound', 'UMetaSoundSource', 'SetFloatParameter', 'sound attenuation', 'spatialization', 'occlusion', 'sound concurrency', 'submix', 'audio bus', 'sound mix', 'SetSubmixOutputVolume', 'reverb', 'Quartz', 'audio modulation' or 'subtitles'. For VFX timing, see…
Its SKILL.md is about 7.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/audio-component-reference.md` and `references/audio-setup-patterns.md`).
It sits in Media & Creative, covering Transcription. It works with Unreal Engine. The repository describes itself as: Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent… The licence is MIT.
Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Ue Audio System loads about 7.9k tokens when it runs, and up to ~16k if it reads all its reference files. Until then it costs about 166 tokens; SKILL.md has 1,645 words of instructions outside code blocks.
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.
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); files beside SKILL.md are not scanned.
The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 1,645 words, ~7,917 tokens.
.claude/skills/ue-audio-system/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
Covers sound assets, playback from C++, attenuation, concurrency, sound classes and mixes, submix/bus routing, MetaSounds, modulation, Quartz and analysis. Engine-side code lives in Engine/Classes/Sound and Components/AudioComponent.h (module Engine), the mixer in AudioMixer, and the parameter interface in AudioExtensions. Plugin modules: MetasoundEngine / MetasoundFrontend (MetaSounds), AudioModulation, AudioSynesthesia (Beta in 5.8), SubtitlesAndClosedCaptions (Beta in 5.8).
// MyGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[] { "Engine", "AudioMixer", "AudioExtensions" });
PrivateDependencyModuleNames.AddRange(new string[] { "MetasoundEngine", "MetasoundFrontend", "AudioModulation" });Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
| Request is about… | Go to |
|---|---|
| Which asset type to author (wave, cue, MetaSound), streaming | Sound Assets |
| Firing a sound from gameplay code | Playing Sounds |
| Fades, pause, volume/pitch, finish callbacks, per-instance sends | UAudioComponent Control |
| Falloff, 3D panning, HRTF, occlusion, reverb send, focus | Attenuation and Spatialization |
| Too many voices, footsteps/gunshots stacking, voice stealing | Concurrency |
| Volume sliders by category, ducking, context mixes | Sound Classes and Sound Mixes |
| Routing groups, master volume, audio buses, sidechain sources | Submixes, Buses and Sends |
| Reverb, EQ, compression on a group of sounds | Submix Effects |
| Procedural/adaptive audio, runtime parameters, graph building | MetaSounds |
| Continuous parameter control from gameplay curves/LFOs | Modulation |
| Beat-synced stingers, tempo, musical quantization | Quartz Music Sync |
| Reacting to audio (FFT, envelope, offline beat maps) | Analysis |
| Captions, dialogue text | Subtitles |
| Mobile voice budgets, dedicated servers, backgrounding, VR | Platform Notes |
| Full worked systems (music manager, ambience, weapon audio) | audio setup patterns |
USoundBase // abstract base (Sound/SoundBase.h)
├── USoundWave // imported PCM/compressed asset (Sound/SoundWave.h)
│ └── USoundSourceBus // sonifies a UAudioBus (Sound/SoundSourceBus.h)
├── USoundCue // node graph (Sound/SoundCue.h)
└── UMetaSoundSource // procedural graph, derives USoundWaveProceduralKey USoundBase fields set on every asset: SoundClassObject, AttenuationSettings, ConcurrencySet (or ConcurrencyOverrides with bOverrideConcurrency), Priority (higher survives voice culling), SoundSubmixObject, SoundSubmixSends, BusSends / PreEffectBusSends / PostAttenuationBusSends, VirtualizationMode.
USoundCue nodes: USoundNodeRandom, USoundNodeModulator, USoundNodeMixer, USoundNodeAttenuation, USoundNodeLooping, USoundNodeDelay, USoundNodeDistanceCrossFade, USoundNodeConcatenator, USoundNodeSwitch, USoundNodeWavePlayer. USoundWave::LoadingBehavior (ESoundWaveLoadingBehavior, Sound/SoundWaveLoadingBehavior.h): Inherited, RetainOnLoad, PrimeOnLoad, LoadOnDemand, ForceInline. Use ForceInline for short SFX, LoadOnDemand for long music so minutes of audio never sit resident. Read it with GetLoadingBehavior(bCheckSoundClasses); override at runtime with OverrideLoadingBehavior(ESoundWaveLoadingBehavior::LoadOnDemand).
| Criterion | USoundCue | UMetaSoundSource |
|---|---|---|
| Runtime parameters | Wave params only | Typed inputs (float, bool, int32, string, object, trigger) |
| Procedural DSP | No | Yes (oscillators, noise, filters) |
| Built at runtime from C++ | No | Yes — UMetaSoundBuilderSubsystem |
| Use for | Randomized pre-authored one-shots | Adaptive music, state-driven and synthesized SFX |
All functions are UGameplayStatics statics in Kismet/GameplayStatics.h. Never call them on a dedicated server.
#include "Kismet/GameplayStatics.h" // + Components/SkeletalMeshComponent.h for GetMesh() below
// PlaySound2D(WorldContext, Sound, Volume=1, Pitch=1, StartTime=0,
// Concurrency=nullptr, OwningActor=nullptr, bIsUISound=true) — UI, music; no handle
UGameplayStatics::PlaySound2D(this, MenuSelectSound, 1.0f, 1.0f, 0.0f, nullptr, nullptr, true);
// PlaySoundAtLocation(WorldContext, Sound, Location, Rotation, Volume=1, Pitch=1, StartTime=0,
// Attenuation=nullptr, Concurrency=nullptr, OwningActor=nullptr, InitialParams=nullptr)
UGameplayStatics::PlaySoundAtLocation(this, GunShotSound, GetActorLocation(), FRotator::ZeroRotator,
1.0f, 1.0f, 0.0f, WeaponAttenuation, FireConcurrency, this);
// SpawnSoundAtLocation(WorldContext, Sound, Location, Rotation=ZeroRotator, Volume=1, Pitch=1,
// StartTime=0, Attenuation=nullptr, Concurrency=nullptr, bAutoDestroy=true)
UAudioComponent* Boom = UGameplayStatics::SpawnSoundAtLocation(this, ExplosionSound, Location,
FRotator::ZeroRotator, 1.0f, 1.0f, 0.0f, ExplosionAttenuation, nullptr, true);
// SpawnSoundAttached(Sound, AttachToComponent, AttachPointName=NAME_None, Location=FVector(ForceInit),
// Rotation=ZeroRotator, LocationType=EAttachLocation::KeepRelativeOffset,
// bStopWhenAttachedToDestroyed=false, Volume=1, Pitch=1, StartTime=0,
// Attenuation=nullptr, Concurrency=nullptr, bAutoDestroy=true)
UAudioComponent* EngineAudio = UGameplayStatics::SpawnSoundAttached(EngineLoopSound, GetMesh(),
TEXT("AudioSocket"), FVector::ZeroVector, FRotator::ZeroRotator,
EAttachLocation::SnapToTarget, /*bStopWhenAttachedToDestroyed=*/true,
1.0f, 1.0f, 0.0f, EngineAttenuation, nullptr, /*bAutoDestroy=*/false);OwningActor is what per-owner concurrency (bLimitToOwner) keys on — pass it whenever the sound belongs to an actor. SpawnSound2D has the same leading arguments as PlaySound2D but ends in bPersistAcrossLevelTransition, bAutoDestroy (no OwningActor/bIsUISound) and returns a component; CreateSound2D takes the same arguments as SpawnSound2D but returns a component that is not playing — call Play() yourself.
Choose: fire-and-forget for one-shots, a spawned handle for anything you must fade, stop or re-parameterise, and a CreateDefaultSubobject<UAudioComponent> member for a permanent per-actor loop.
UAudioComponent (Components/AudioComponent.h) derives USceneComponent and implements ISoundParameterControllerInterface.
// Constructor
AudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("AudioComponent"));
AudioComponent->SetupAttachment(RootComponent);
AudioComponent->bAutoActivate = false;
AudioComponent->bStopWhenOwnerDestroyed = true;
AudioComponent->bIsUISound = false; // true = keeps playing while the game is paused
// Playback — EAudioFaderCurve: Linear, Logarithmic, SCurve, Sin
AudioComponent->SetSound(EngineLoopSound);
AudioComponent->Play(/*StartTime=*/0.0f);
AudioComponent->FadeIn(0.5f, /*FadeVolumeLevel=*/1.0f, /*StartTime=*/0.0f, EAudioFaderCurve::Linear);
AudioComponent->AdjustVolume(/*Duration=*/0.25f, /*Level=*/0.3f, EAudioFaderCurve::Linear);
AudioComponent->FadeOut(1.0f, /*FadeVolumeLevel=*/0.0f, EAudioFaderCurve::Linear);
AudioComponent->SetVolumeMultiplier(0.5f);
AudioComponent->SetPitchMultiplier(1.2f);
AudioComponent->SetPaused(true);
AudioComponent->Stop();
const bool bPlaying = AudioComponent->IsPlaying();
// EAudioComponentPlayState: Playing, Stopped, Paused, FadingIn, FadingOut
const EAudioComponentPlayState State = AudioComponent->GetPlayState();Per-instance routing and filtering, without touching the asset: SetSubmixSend(USoundSubmixBase*, float), SetSourceBusSendPreEffect / PostEffect / PostAttenuation, SetAudioBusSendPostEffect, SetLowPassFilterEnabled / SetLowPassFilterFrequency, the matching high-pass pair, and SetOutputToBusOnly. For inline attenuation, set bOverrideAttenuation = true and fill AttenuationOverrides (an FSoundAttenuationSettings).
Each delegate comes in two forms (Components/AudioComponent.h:441-481). The dynamic, Blueprint-visible form binds a UFUNCTION with AddDynamic. The ...Native twin binds with AddUObject and also passes the UAudioComponent*. The pairs are OnAudioFinished, OnAudioPlayStateChanged, OnAudioVirtualizationChanged, OnAudioPlaybackPercent, OnAudioSingleEnvelopeValue and OnAudioMultiEnvelopeValue. Unbind with RemoveAll(this) in EndPlay. The code for both lists is in references/audio-component-reference.md.
USoundAttenuation assets wrap FSoundAttenuationSettings (Sound/SoundAttenuation.h), which derives FBaseAttenuationSettings (Engine/Attenuation.h).
Shape (EAttenuationShape::Type): Sphere, Capsule, Box, Cone. Curve (EAttenuationDistanceModel): Linear, Logarithmic, Inverse, LogReverse, NaturalSound, Custom. NaturalSound matches perceived loudness best for gameplay sources.
FSoundAttenuationSettings Settings;
Settings.DistanceAlgorithm = EAttenuationDistanceModel::NaturalSound; // FBaseAttenuationSettings
Settings.AttenuationShape = EAttenuationShape::Sphere;
Settings.FalloffDistance = 3000.0f;
Settings.bAttenuate = true;
Settings.bSpatialize = true;
// ESoundSpatializationAlgorithm: SPATIALIZATION_Default (panning), SPATIALIZATION_HRTF (plugin)
Settings.SpatializationAlgorithm = SPATIALIZATION_Default;
// Air absorption
Settings.bAttenuateWithLPF = true;
Settings.LPFRadiusMin = 1000.0f;
Settings.LPFRadiusMax = 6000.0f;
Settings.LPFFrequencyAtMin = 20000.0f;
Settings.LPFFrequencyAtMax = 800.0f;
// Occlusion
Settings.bEnableOcclusion = true;
Settings.OcclusionTraceChannel = ECC_Visibility;
Settings.OcclusionLowPassFilterFrequency = 300.0f;
Settings.OcclusionVolumeAttenuation = 0.5f;
Settings.OcclusionInterpolationTime = 0.1f;
// Reverb send — EReverbSendMethod: Linear | CustomCurve | Manual
Settings.bEnableReverbSend = true;
Settings.ReverbSendMethod = EReverbSendMethod::Linear;
Settings.ReverbWetLevelMin = 0.3f;
Settings.ReverbWetLevelMax = 0.95f;
Settings.ReverbDistanceMin = 400.0f;
Settings.ReverbDistanceMax = 4000.0f;
// Distant sounds lose the voice-budget fight first
Settings.bEnablePriorityAttenuation = true;
Settings.PriorityAttenuationMin = 1.0f;
Settings.PriorityAttenuationMax = 0.0f;Listener focus (bEnableListenerFocus, FocusAzimuth, NonFocusAzimuth, FocusDistanceScale, NonFocusDistanceScale, NonFocusVolumeAttenuation) lets sounds the player is looking at cut through. bEnableSendToAudioLink controls external AudioLink routing — leave it off for background ambience.
USoundConcurrency (Sound/SoundConcurrency.h) wraps FSoundConcurrencySettings. Assign through USoundBase::ConcurrencySet, or set bOverrideConcurrency and fill ConcurrencyOverrides.
FSoundConcurrencySettings& Rules = FireConcurrency->Concurrency; // struct ctor is not ENGINE_API — edit an asset's copy
Rules.MaxCount = 4;
Rules.bLimitToOwner = false;
// EMaxConcurrentResolutionRule::Type — PreventNew, StopOldest, StopFarthestThenPreventNew,
// StopFarthestThenOldest, StopLowestPriority, StopQuietest, StopLowestPriorityThenPreventNew
Rules.ResolutionRule = EMaxConcurrentResolutionRule::StopFarthestThenOldest;
Rules.RetriggerTime = 0.05f; // minimum seconds between plays in this group
Rules.VoiceStealReleaseTime = 0.08f; // fade for evicted voices; 0 clicks
Rules.VolumeScaleMode = EConcurrencyVolumeScaleMode::Distance; // Default | Distance | Priority
Rules.bVolumeScaleCanRelease = true;
Rules.VolumeScaleAttackTime = 0.01f;
Rules.VolumeScaleReleaseTime = 0.5f;One shared concurrency asset per sound family (footsteps, impacts, bullet whizzes). USoundBase::Priority decides who survives once MaxCount is reached.
USoundClass gives every sound a category with its own Volume/Pitch in FSoundClassProperties, and a parent/child hierarchy. USoundMix holds TArray<FSoundClassAdjuster> SoundClassEffects (SoundClassObject, VolumeAdjuster, PitchAdjuster, bApplyToChildren) plus FadeInTime.
UGameplayStatics::SetBaseSoundMix(this, DefaultMix); // usually once, or via AudioSettings
UGameplayStatics::PushSoundMixModifier(this, CombatMix); // layers on top
UGameplayStatics::PopSoundMixModifier(this, CombatMix);
UGameplayStatics::ClearSoundMixModifiers(this);
// Duck one class inside an already-pushed mix
UGameplayStatics::SetSoundMixClassOverride(this, CombatMix, MusicClass,
/*Volume=*/0.3f, /*Pitch=*/1.0f, /*FadeInTime=*/0.5f, /*bApplyToChildren=*/true);
UGameplayStatics::ClearSoundMixClassOverride(this, CombatMix, MusicClass, /*FadeOutTime=*/1.0f);Sound classes are for gameplay-driven ducking. For player volume sliders use submix output volume instead — it is a single linear gain with no stack to unwind.
USoundSubmixBase (Sound/SoundSubmix.h)
├── USoundSubmixWithParentBase
│ ├── USoundSubmix // effect chain, analysis, recording
│ └── USoundfieldSubmix // ambisonics / soundfield
├── UEndpointSubmix
└── USoundfieldEndpointSubmixMusicSubmix->SetSubmixOutputVolume(this, 0.5f); // linear gain
MusicSubmix->SetSubmixWetLevel(this, 1.0f);
MusicSubmix->SetSubmixDryLevel(this, 0.0f);
MusicSubmix->DynamicConnect(this, MasterSubmix); // re-parent at runtime
MusicSubmix->DynamicDisconnect(this);Set bMuteWhenBackgrounded = true on music/SFX submixes so they stop when the app loses focus.
Sends. FSoundSubmixSendInfo (Sound/SoundSubmixSend.h) and FSoundSourceBusSendInfo (Sound/SoundSourceBusSend.h) share the same shape: a control method (ESendLevelControlMethod / ESourceBusSendLevelControlMethod — Linear, CustomCurve, Manual), SendLevel or MinSendLevel/MaxSendLevel + MinSendDistance/MaxSendDistance, CustomSendLevelCurve, and in 5.8 an explicit filter pair:
FSoundSubmixSendInfo Send;
Send.SoundSubmix = ReverbSubmix;
Send.SendLevelControlMethod = ESendLevelControlMethod::Manual;
Send.SendLevel = 0.35f;
Send.SendStage = ESubmixSendStage::PostDistanceAttenuation; // or PreDistanceAttenuation
Send.bEnableLPFCutoff = true;
Send.LPFCutoff = 3000.0f; // Hz, 20..20000
Send.bEnableHPFCutoff = false;
Send.HPFCutoff = 20.0f;Audio buses. UAudioBus (Sound/AudioBus.h, AudioBusChannels of EAudioBusChannels) is a runtime patch point: sounds send into it, a USoundSourceBus sonifies it back, and submixes can register it. Buses are how you feed a sidechain compressor or an analyser without an extra playback path.
UAudioMixerBlueprintLibrary::StartAudioBus(this, DuckingBus);
UAudioMixerBlueprintLibrary::RegisterAudioBusToSubmix(this, AnalysisSubmix, DuckingBus);
const bool bActive = UAudioMixerBlueprintLibrary::IsAudioBusActive(this, DuckingBus);
UAudioMixerBlueprintLibrary::UnregisterAudioBusFromSubmix(this, AnalysisSubmix, DuckingBus);
UAudioMixerBlueprintLibrary::StopAudioBus(this, DuckingBus);USoundSubmix::SubmixEffectChain is a TArray<TObjectPtr<USoundEffectSubmixPreset>>. Shipping presets in AudioMixer/Classes/SubmixEffects: USubmixEffectReverbPreset, USubmixEffectSubmixEQPreset, USubmixEffectDynamicsProcessorPreset.
#include "AudioMixerBlueprintLibrary.h"
#include "SubmixEffects/AudioMixerSubmixEffectReverb.h"
USubmixEffectReverbPreset* Preset = NewObject<USubmixEffectReverbPreset>(this);
FSubmixEffectReverbSettings ReverbSettings;
ReverbSettings.DecayTime = 2.5f;
ReverbSettings.Density = 0.85f;
ReverbSettings.Diffusion = 0.8f;
ReverbSettings.WetLevel = 0.4f;
Preset->SetSettings(ReverbSettings); // thread-safe; assigning Settings directly is editor-time only
const int32 ChainIndex = UAudioMixerBlueprintLibrary::AddSubmixEffect(this, ReverbSubmix, Preset);
UAudioMixerBlueprintLibrary::RemoveSubmixEffect(this, ReverbSubmix, Preset);
UAudioMixerBlueprintLibrary::RemoveSubmixEffectAtIndex(this, ReverbSubmix, ChainIndex);
UAudioMixerBlueprintLibrary::ClearSubmixEffects(this, ReverbSubmix);Swap whole chains for an environment with SetSubmixEffectChainOverride(WorldContext, Submix, Chain, FadeTimeSec) and ClearSubmixEffectChainOverride(WorldContext, Submix, FadeTimeSec). AddMasterSubmixEffect / RemoveMasterSubmixEffect / ClearMasterSubmixEffects act on the master submix.
Source-side effects use USoundEffectSourcePreset inside a USoundEffectSourcePresetChain (Sound/SoundEffectSource.h). AAudioVolume applies FReverbSettings, FInteriorSettings and submix send/override settings by volume, ordered by Priority.
UMetaSoundSource derives USoundWaveProcedural → USoundWave → USoundBase, so it plays through every function above. Drive its typed inputs through ISoundParameterControllerInterface, which UAudioComponent implements (base interface IAudioParameterControllerInterface in AudioExtensions/Public/AudioParameterControllerInterface.h).
EngineAudioComp->SetFloatParameter(FName("RPM"), CurrentRPM);
EngineAudioComp->SetBoolParameter(FName("Engaged"), bEngaged);
EngineAudioComp->SetIntParameter(FName("GearIndex"), Gear);
EngineAudioComp->SetStringParameter(FName("SurfaceName"), TEXT("Gravel"));
EngineAudioComp->SetObjectParameter(FName("ImpactWave"), ImpactWave);
EngineAudioComp->SetTriggerParameter(FName("OnGearShift"));
EngineAudioComp->ResetParameters();
// Batch — cheaper than one call per value; SetParameters takes an rvalue array
TArray<FAudioParameter> Batch;
Batch.Emplace(FAudioParameter(FName("RPM"), CurrentRPM));
Batch.Emplace(FAudioParameter(FName("Engaged"), bEngaged));
EngineAudioComp->SetParameters(MoveTemp(Batch));Parameter names must match the MetaSound graph inputs exactly. Setting a parameter on a component whose sound is not a MetaSound is a no-op, not an error.
UMetasoundGeneratorHandle::CreateMetaSoundGeneratorHandle(AudioComponent) (MetasoundGeneratorHandle.h) gives access to the running generator: IsValid(), GetAudioComponentId(), ApplyParameterPack(UMetasoundParameterPack*), GetGenerator(), plus OnGeneratorHandleAttached / OnGeneratorHandleDetached. Read graph outputs with UMetaSoundOutputSubsystem::WatchOutput.
Build graphs from code with UMetaSoundBuilderSubsystem::Get() → CreateSourceBuilder / CreatePatchBuilder / CreateSourcePresetBuilder, then AddGraphInputNode, AddNodeByClassName, ConnectNodes, SetNodeInputDefault and Audition. Build(const FMetaSoundBuilderOptions&) is WITH_EDITORONLY_DATA; at runtime use Audition or BuildNewMetaSound(FName) (MetasoundBuilderBase.h:586). The underlying document API is FMetaSoundFrontendDocumentBuilder (MetasoundFrontend/Public/MetasoundFrontendDocumentBuilder.h). Worked example: audio setup patterns.
The AudioModulation plugin routes continuous control signals into volume, pitch and filter cutoffs. USoundControlBus carries a value, USoundModulationGenerator produces one (LFO, envelope follower), USoundControlBusMix sets bus targets, USoundModulationPatch maps between parameters. Bus, generator and patch derive USoundModulatorBase; USoundControlBusMix is a plain UObject (SoundControlBusMix.h:37).
// EModulationDestination: Volume, Pitch, Lowpass, Highpass
// EModulationRouting: Disable, Inherit, Override, Union
TSet<USoundModulatorBase*> Modulators;
Modulators.Add(TensionControlBus);
AudioComponent->SetModulationRouting(Modulators, EModulationDestination::Volume, EModulationRouting::Override);
AudioComponent->AddModulationRouting(Modulators, EModulationDestination::Lowpass);
AudioComponent->RemoveModulationRouting(Modulators, EModulationDestination::Lowpass);
const TSet<USoundModulatorBase*> Current = AudioComponent->GetModulators(EModulationDestination::Volume);On assets, modulation lives in FSoundModulationDestinationSettings (Sound/SoundModulationDestination.h): a base Value plus a TSet<TObjectPtr<USoundModulatorBase>> Modulators. In native Audio::FModulationDestination code the setter is SetModulators.
UQuartzSubsystem is a UTickableWorldSubsystem (AudioMixer/Public/Quartz/QuartzSubsystem.h) that runs sample-accurate musical clocks.
#include "Quartz/QuartzSubsystem.h"
#include "Quartz/AudioMixerClockHandle.h"
UQuartzSubsystem* Quartz = GetWorld()->GetSubsystem<UQuartzSubsystem>();
FQuartzClockSettings ClockSettings; // TimeSignature defaults to 4/4
// Handle-taking calls use UQuartzClockHandle*& — pass a raw local, not a TObjectPtr member
UQuartzClockHandle* ClockHandle = Quartz->CreateNewClock(this, TEXT("MusicClock"), ClockSettings,
/*bOverrideSettingsIfClockExists=*/false, /*bUseAudioEngineClockManager=*/true);
ClockHandle->StartClock(this, ClockHandle);
// EQuartzCommandQuantization: Bar, Beat, ThirtySecondNote and the other note values
FQuartzQuantizationBoundary Boundary;
Boundary.Quantization = EQuartzCommandQuantization::Bar;
Boundary.Multiplier = 1.0f;
Boundary.CountingReferencePoint = EQuarztQuantizationReference::BarRelative;
Boundary.bFireOnClockStart = true;
FOnQuartzCommandEventBP OnQueued;
StingerComponent->PlayQuantized(this, ClockHandle, Boundary, OnQueued,
/*InStartTime=*/0.0f, /*InFadeInDuration=*/0.0f, /*InFadeVolumeLevel=*/1.0f, EAudioFaderCurve::Linear);Subscribe to the metronome with ClockHandle->SubscribeToQuantizationEvent(this, EQuartzCommandQuantization::Beat, OnBeat, ClockHandle) (or SubscribeToAllQuantizationEvents); the FOnQuartzMetronomeEventBP callback receives (FName ClockName, EQuartzCommandQuantization, int32 NumBars, int32 Beat, float BeatFraction). Tempo changes go through SetBeatsPerMinute, which is itself quantized.
Real time, on a USoundSubmix:
MySFXSubmix->StartEnvelopeFollowing(this);
FOnSubmixEnvelopeBP EnvelopeDelegate;
EnvelopeDelegate.BindDynamic(this, &AMyActor::OnSubmixEnvelope);
MySFXSubmix->AddEnvelopeFollowerDelegate(this, EnvelopeDelegate);
MySFXSubmix->StartSpectralAnalysis(this, EFFTSize::Medium, EFFTPeakInterpolationMethod::Linear,
EFFTWindowType::Hann, /*HopSize=*/0.0f, EAudioSpectrumType::MagnitudeSpectrum);
MySFXSubmix->StopSpectralAnalysis(this);
MySFXSubmix->StopEnvelopeFollowing(this);Band-based FFT callbacks go through AddSpectralAnalysisDelegate(WorldContext, BandSettings, Delegate, UpdateRate, DecibelNoiseFloor, bDoNormalize, bDoAutoRange, AutoRangeAttackTime, AutoRangeReleaseTime) with an array of FSoundSubmixSpectralAnalysisBandSettings — see audio setup patterns. UAudioMixerBlueprintLibrary::MakeMusicalSpectralAnalysisBandSettings, MakeFullSpectrumSpectralAnalysisBandSettings and MakePresetSpectralAnalysisBandSettings build those arrays for you; StartAnalyzingOutput / StopAnalyzingOutput plus GetMagnitudeForFrequencies / GetPhaseForFrequencies give a polling API. Recording uses StartRecordingOutput / StopRecordingOutput (EAudioRecordingExportType::SoundWave or WavFile).
Offline, with the AudioSynesthesia plugin (Beta in 5.8): ULoudnessNRT and UOnsetNRT derive UAudioSynesthesiaNRT → UAudioAnalyzerNRT. AnalyzeAudio() is WITH_EDITOR only — bake beat maps at cook time, then read them at runtime with GetLoudnessAtTime / GetNormalizedChannelOnsetsBetweenTimes. Full example in audio setup patterns.
The SubtitlesAndClosedCaptions plugin (Beta in 5.8) drives captions from USubtitlesBlueprintFunctionLibrary:
#include "SubtitlesBlueprintFunctionLibrary.h"
USubtitlesBlueprintFunctionLibrary::QueueSingleSubtitle(
FText::FromString(TEXT("Contact, north ridge.")), /*Duration=*/2.5f, /*StartOffset=*/0.0f,
/*Priority=*/1.0f, ESubtitleType::Subtitle, ESubtitleTiming::InternallyTimed);
USubtitlesBlueprintFunctionLibrary::StopAllSubtitles();QueueSubtitlesFromAsset / StopSubtitlesInAsset take a USubtitleAssetUserData attached to the sound. The engine-side FSubtitleManager (Engine/Public/SubtitleManager.h) still exists for USoundWave::Subtitles cues.
AudioMixerModuleName=AudioMixerWasapi in Config/Windows/BaseWindowsEngine.ini. XAudio2 (AudioMixerXAudio2) is still selectable per project.GetNetMode() != NM_DedicatedServer.Priority, avoid SPATIALIZATION_HRTF, prefer ForceInline for short SFX.bMuteWhenBackgrounded on submixes, or hook FCoreDelegates::ApplicationWillDeactivateDelegate and call FAudioDevice::SetTransientPrimaryVolume(0.0f) on GEngine->GetMainAudioDevice().bSpatialize = true with SPATIALIZATION_HRTF on 3D attenuation assets, backed by a spatialization plugin.UAudioSettings::GlobalMinPitchScale / GlobalMaxPitchScale.| Do not emit | Use in 5.8 | Source |
|---|---|---|
USubmixEffectEQPreset | USubmixEffectSubmixEQPreset | never existed; real class in SubmixEffects/AudioMixerSubmixEffectEQ.h:110 |
FSoundSubmixSendInfo::LPFCutoffFrequency | bEnableLPFCutoff + LPFCutoff | UE_DEPRECATED(5.8) in Sound/SoundSubmixSend.h:157 |
FSoundSubmixSendInfo::HPFCutoffFrequency | bEnableHPFCutoff + HPFCutoff | UE_DEPRECATED(5.8) in Sound/SoundSubmixSend.h:161 |
FSoundSourceBusSendInfo::LPFCutoffFrequency | bEnableLPFCutoff + LPFCutoff | UE_DEPRECATED(5.8) in Sound/SoundSourceBusSend.h:86 |
Audio::FModulationDestination::UpdateModulators | SetModulators | UE_DEPRECATED(5.8) in Sound/SoundModulationDestination.h:198 |
Audio::FModulationDestination::UpdateModulator | SetModulators | UE_DEPRECATED(5.1) in Sound/SoundModulationDestination.h:195 |
USoundWave::CreateSoundWaveProxy | GetSoundWaveProxy() | UE_DEPRECATED(5.8) in Sound/SoundWave.h:1204 |
FSoundWaveProxy::GetZerothChunk and the other proxy accessors | hold the result of GetSoundWaveDataRef() | UE_DEPRECATED(5.8) in Sound/SoundWave.h:1813 |
FSoundWaveProxyReader | FSoundWaveProxyPlayer | UE_DEPRECATED(5.8) in Sound/SoundWaveProxyReader.h:19 |
USubtitlesBlueprintFunctionLibrary::QueueSubtitle | QueueSingleSubtitle | UE_DEPRECATED(5.8) in SubtitlesBlueprintFunctionLibrary.h:32 |
UAudioBusSubsystem::StartAudioBus(Key, Channels, bAutomatic) | overload taking InAudioBusName | UE_DEPRECATED(5.6) in AudioMixer/Public/AudioBusSubsystem.h:83 |
UAudioMixerBlueprintLibrary::RemoveSubmixEffectPreset | RemoveSubmixEffect | UE_DEPRECATED(4.27) in AudioMixerBlueprintLibrary.h:242 |
UAudioMixerBlueprintLibrary::ReplaceSoundEffectSubmix | ReplaceSubmixEffect | UE_DEPRECATED(4.27) in AudioMixerBlueprintLibrary.h:258 |
FAudioDevice::SetTransientMasterVolume | SetTransientPrimaryVolume | UE_DEPRECATED(5.1) in Engine/Public/AudioDevice.h:1892 |
FAudioComponentParam | FAudioParameter | UE_DEPRECATED(5.0) in Components/AudioComponent.h:133 |
USoundBase::SoundConcurrencySettings_DEPRECATED | ConcurrencySet / ConcurrencyOverrides | _DEPRECATED property in Sound/SoundBase.h:183 |
Spawning a component per one-shot: NewObject<UAudioComponent> leaves an unattached, unregistered component behind on every call.
// WRONG
UAudioComponent* Comp = NewObject<UAudioComponent>(this);
Comp->SetSound(FireSound);
Comp->Play();
// RIGHT — one-shot
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());Playing audio on a dedicated server: there is no audio device, so the call is wasted work and floods the log.
if (GetNetMode() != NM_DedicatedServer)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}PlaySound2D for a world sound: 2D playback skips attenuation and spatialization entirely, so a gunshot across the map is full volume and centred. Use PlaySoundAtLocation with a USoundAttenuation.
A looping sound with bAutoDestroy = true: the handle dies the first time the sound reports finished, and later FadeOut calls hit a dangling component. Pass bAutoDestroy = false for anything you keep a pointer to.
Forgetting OwningActor on PlaySoundAtLocation: bLimitToOwner concurrency then falls back to group-wide limiting (FConcurrencyHandle::GetMode, SoundConcurrency.cpp:179), so per-actor limits silently become global.
Leaving delegates bound past EndPlay: call OnAudioFinished.RemoveAll(this) and Stop() in EndPlay, otherwise a pooled or auto-destroyed component fires into a stale object.
Volume sliders via sound mixes: push/pop mixes are a stack, and a missed pop leaves the game permanently ducked. Use USoundSubmix::SetSubmixOutputVolume for user settings; reserve mixes for transient gameplay ducking.
Assigning Preset->Settings at runtime: the audio render thread reads its own copy. Call SetSettings on the preset instead.
ue-niagara-effects — particle systems and VFX timing that audio events are synchronized withue-animation-system — anim notifies that trigger footsteps, foley and dialogueue-actor-component-architecture — component lifetime, attachment and replication for audio componentsue-gameplay-framework — where audio managers live (GameInstance, subsystems, player controller)ue-data-assets-tables — data-driven sound banks and lookup tables for surface/impact audioue-sequencer-cinematics — audio tracks, dialogue and music in Level Sequencesue-cpp-foundations — delegate binding, UPROPERTY/UFUNCTION and subsystem access patterns© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in skills/ue-audio-system of quodsoler/unreal-engine-skills.
Open the folder on GitHubat commit f3742d7
Ue Audio System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Ue Audio System this skillquodsoler/unreal-engine-skills | 360 | — | ~7.9k | Automated safety check: Pass | MIT | |
| Hyperframes CLInateherkai/hyperframes-student-kit | 1.2k | 3 repos | ~1.2k | Automated safety check: Pass | Custom licence | |
| Seedance 3D Cgibeshuaxian/higgsfield-seedance2-jineng | 950 | — | ~18k | Automated safety check: Pass | None | |
| Michel UI Demo RecorderPackmindHub/packmind | 317 | — | ~6.4k | Automated safety check: Pass | Apache-2.0 | |
| Hyperframes CLIcoleam00/hyperframes-ai-video-generation | 148 | — | ~1.6k | Automated safety check: Pass | None | |
| Hyperframes CLIcosmicstack-labs/mercury-agent-skills | 476 | — | ~1.4k | Automated safety check: Pass | MIT |
nateherkai/hyperframes-student-kit
HyperFrames CLI tool — hyperframes init, lint, preview, render, transcribe, tts, doctor, browser, info, upgrade, compositions, docs, benchmark.
beshuaxian/higgsfield-seedance2-jineng
Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield.
PackmindHub/packmind
Record polished UI demo videos and screenshots of a running web app using Playwright MCP — for client deliverables, release notes, feature walkthroughs, or bug repros.
coleam00/hyperframes-ai-video-generation
HyperFrames CLI tool — hyperframes init, lint, inspect, preview, render, transcribe, tts, doctor, browser, info, upgrade, compositions, docs, benchmark.
cosmicstack-labs/mercury-agent-skills
HyperFrames CLI dev loop — project scaffolding, validation (lint/inspect), browser preview with live reload, MP4/WebM rendering, and environment troubleshooting (doctor, browser, info, upgrade).
skilld-dev/vue-ecosystem-skills
A skill your agent uses when writing or debugging Vue code that imports @tanstack/ai-vue.
quodsoler/unreal-engine-skills
Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.
quodsoler/unreal-engine-skills
Guides Unreal Engine C++ AI work across AI controllers, behavior trees, blackboards, perception, navmesh pathfinding, EQS and Smart Objects.
quodsoler/unreal-engine-skills
Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion.
quodsoler/unreal-engine-skills
Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules.
quodsoler/unreal-engine-skills
Reference for exposing Unreal Engine C++ to Blueprint and calling Blueprint from C++, covering UFUNCTION and UPROPERTY specifiers, latent and async nodes, and interfaces.
quodsoler/unreal-engine-skills
Reference for writing and debugging UCharacterMovementComponent code in Unreal Engine C++: custom movement modes, floor detection, root motion, prediction and gravity.
Works with
A skill your agent uses when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. Ue Audio System is an agent skill from quodsoler/unreal-engine-skills. Use when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio.
Ue Audio System fits situations like: debugging sound in Unreal Engine — one-shot SFX; looping ambience; procedural audio; the user mentions UAudioComponent.
Run `npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a claude-code`. Or copy the skill folder (skills/ue-audio-system in quodsoler/unreal-engine-skills) into .claude/skills/ue-audio-system in your project. Claude Code loads it when a task matches its description.
Run `npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a codex`. Or copy the skill folder (skills/ue-audio-system in quodsoler/unreal-engine-skills) into .agents/skills/ue-audio-system in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-audio-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-audio-system, .gemini/skills/ue-audio-system, .github/skills/ue-audio-system and .opencode/skills/ue-audio-system in your project.
SKILL.md names no scripts, command-line tools or credentials: Ue Audio System is instructions for the agent only.
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.
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. Review the folder before installing.
Ue Audio System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 7.9k tokens (SKILL.md is roughly 32k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 8.6k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Ue Audio System: Hyperframes CLI (nateherkai/hyperframes-student-kit, 1.2k stars), Seedance 3D Cgi (beshuaxian/higgsfield-seedance2-jineng, 950 stars), Michel UI Demo Recorder (PackmindHub/packmind, 317 stars) and Hyperframes CLI (coleam00/hyperframes-ai-video-generation, 148 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 360 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.
Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.