Downporting Wav -> Cue Python code from UE5 to UE4?

The TAPython devs were very helpful and did most of the work in making a script that automates wav file import and cue creation. Here’s the snippet that has an issue in UE4:

#2. load the create wave asset
assetWavCurrent = unreal.load_asset(strPathWavUE)

#3. create the cue asset from the loaded wave asset
factory = unreal.SoundCueFactoryNew()

factory.set_editor_property(“InitialSoundWaves”, [assetWavCurrent])

strPathCueUE = f’/Game/{strProjectName}cue/{os.path.dirname(strPathLocal)}'.replace(“\”, “/”)

strCue = os.path.basename(strPathWavCurrent).split(‘.’)[0] + ‘_CUE’

assetCueCurrent = asset_tools.create_asset(strCue, strPathCueUE, unreal.SoundCue, factory)

It works fine in UE5! But in EU4, the following line:

factory.set_editor_property(“InitialSoundWaves”, [assetWavCurrent])

Throws this error:

LogPython: Error: Exception: SoundCueFactoryNew: Property ‘InitialSoundWaves’ for attribute ‘InitialSoundWaves’ on ‘SoundCueFactoryNew’ is protected and cannot be set

I took a look at the Unreal documentation, but it’s non-existant. Just function and property names. No examples, no detail, no explanations on how to work with the python functions: unreal.SoundCueFactoryNew — Unreal Python 4.26 (Experimental) documentation

I tried changing the line to:

factory.set_editor_property(“InitialSoundWave”, [assetWavCurrent])

But it throws the same error for that property. What’s the proper way of using Python for wav & cue asset creation in UE4?