Editor-only Unreal Engine 5.8 plugin. Exports Sound Wave assets to a folder of WAV packs that Audio Library can scan, preview, and tag.
It does not change your source .uasset files. It does not export MetaSounds, Sound Cues, or maps.
Maintained by: Broken Gameplay Studios
- Finds Sound Waves under
/Game(or a folder you pick) - Writes PCM WAV files into first-level pack folders
- Shortens pack folder names (strips tokens such as
SFXfrom the slug) - Optional “explode” so children of a parent folder become their own packs
- Skip-if-unchanged so a second export only rewrites what moved
- Writes
packkind.jsonnext to the packs (starter type / title). Real tags are added in Audio Library - Editor dialog, plus a commandlet for unattended export
You do not need a C++ project. Download the prebuilt zip and drop it in.
- Download AudioLibraryExporter-UE5.8-Win64.zip from Releases.
- Unzip so you have a folder named
AudioLibraryExporterwithAudioLibraryExporter.uplugininside it. - Put that folder in either:
YourProject/Plugins/— this project only- your engine
Engine/Plugins/folder (for exampleD:\UE_5.8\Engine\Plugins\AudioLibraryExporter) — every project that uses that engine
- Restart the editor.
- Enable Audio Library Exporter in Edit → Plugins.
The plugin is editor-only and is off by default. It must match Unreal Engine 5.8 Win64.
Only if you want to compile it yourself: copy this repo into YourProject/Plugins/AudioLibraryExporter in a C++ 5.8 project, then compile. Blueprint-only projects cannot compile plugins from source — use the prebuilt zip above.
- Tools → Audio Library → Export SoundWaves…
- Pick a destination folder (default is
Saved/AudioLibraryExportunder the project). - Optionally run a dry run first (maps packs, writes
dry_run.json, no WAVs). - Export.
- Open the destination with Audio Library (
start-library.bat) and add tags there.
A large /Game pass can take a while. Use the commandlet for that (see below). The Door_SFX menu items are small examples.
From a terminal (edit the engine, project, and destination paths):
UnrealEditor-Cmd.exe YourProject.uproject -run=AudioLibraryExport -Root=/Game -Dest="D:\AudioExport" -SkipUnchanged -WritePackKind -Unattended -stdoutUseful switches:
| Switch | Meaning |
|---|---|
-Root=/Game |
Content mount to scan |
-Dest=<path> |
Destination folder |
-DryRun |
Map only; writes dry_run.json; no WAVs |
-SkipUnchanged |
Skip files whose manifest still matches |
-Overwrite |
Rewrite even if the manifest matches |
-Include=/Game/SomePack |
Only these package-path prefixes (+ or comma separated) |
-Exclude=/Game/SkipMe |
Extra prefixes to skip |
-Explode |
Children of configured parents become first-level packs |
-WritePackKind |
Write packkind.json at the destination root |
Exit codes: 0 success, 1 job failed (nothing useful written), 2 some assets failed.
Edit → Project Settings → Plugins → Audio Library Exporter
- Default Destination — staging folder for the dialog
- Default Kind — music / voice / SFX when the pack name does not say otherwise
- Voice / Music pack folders — force those types
- Explode parents — e.g.
/Game/Ultimate_SFXso each child is a pack - Exclude path prefixes — skip Blueprints, developer folders, etc.
- Prefer sibling source WAV — if a
.wavsits next to the uasset, copy that file - Overwrite policy — skip if unchanged (default)
packkind.json is written next to the pack folders, never inside _library.
Use Audio Library to browse and tag. If you re-export later, Audio Library can Restore last tags on a pack if the exporter rewrote packkind.json.
Optional publish script (copy staging onto a share, merge packkind.json, never robocopy /MIR): see Scripts/README.md.
| Engine | Unreal Engine 5.8 Win64 |
| Project | Blueprint or C++ (prebuilt zip). C++ only if you compile from source. |
| Plugin type | Editor-only |
| Audio Library | Separate app, not bundled |
A small editor utility for turning a Sound Wave library into a folder of WAV packs you can search on disk.
BSD 3-Clause — see LICENSE.