Demos

See it build inside Unreal

Short runs of the CodeFizz Editor Agent driving the Unreal Editor by prompt. A stylized ocean water material, a level prototype, a Niagara solar system, a procedural forest, and a full menu UI, all built live. Read what each run actually does.

A stylized ocean water material in Unreal Engine 5, built without touching a node

2:29

A stylized ocean water material built from a single prompt, in about twelve minutes. No Unreal water plugin, no starter content, and no nodes placed by hand. The agent writes the Gerstner wave HLSL itself, fixes its own compile errors, and hands back a material instance with every parameter exposed.

  • 1One prompt asks for stylized water with full control over waves and foam. The agent reads its own material skill first to confirm the conventions, then drives every asset operation through the cfa command line.
  • 2It writes Gerstner waves summed across multiple octaves inside a single Custom HLSL node, each layer with its own wavelength, amplitude, steepness and direction, and derives the normals analytically instead of sampling a normal map.
  • 3When the material does not compile it reads the error back from Unreal and fixes it, finishing clean at zero errors and 2005 pixel instructions, then clears the orphaned nodes and wires refraction distortion into the depth sampling.
  • 4Four assets come out of it: the water material, a Gerstner waves function, a foam function, and a material instance. Shallow and deep colour, subsurface scatter, foam colour and coverage, wind direction, wave scale and choppiness all change from the instance, without opening the graph.

A full Unreal Engine 5 level prototype from one prompt and a reference image

2:07

A whole level prototyped without blocking out a single piece by hand. One prompt and a reference image, and the agent plans the layout, builds the materials, and blocks out the entire level itself, a proper prototype level for wall running.

  • 1It reads the prompt and the reference image, then plans the level layout on its own before it builds anything.
  • 2It creates the materials, lays out the blockout geometry, and arranges all the pieces into place, checking and fixing any errors it hits along the way.
  • 3The result is a clean prototype level you can walk through straight away instead of greyboxing by hand. It uses simple cube blockout meshes here, but point it at your own static meshes in the prompt and it arranges those into the level instead.

A full solar system in Unreal Engine, built with Niagara by prompting

4:01

A full solar system built inside Unreal Engine with Niagara, without wiring a single node by hand. One prompt, and the agent authors the entire Niagara system: the planets, their orbits, the sun, and the asteroids, all driven by user parameters so everything can be changed later.

  • 1Build the custom materials for each planet, the sun, and everything else the system needs. When it hits an error it asks Unreal what went wrong and fixes it on its own.
  • 2Place the Niagara effect in the world, take screenshots, check what looks right and what does not, and make its own decisions from there (stopped just once to point it at the material overrides step).
  • 3Expose everything as user parameters: asteroid belt radius and count, orbit tint colors, planet colors and sizes, sun glow intensity, and overall system scale, all updating live and drivable from gameplay at runtime.

A fully procedural forest in Unreal Engine 5 with PCG, built by prompting

2:44

A fully procedural forest built in Unreal Engine 5 using PCG, just by prompting. One prompt, and the agent builds the whole PCG graph, finds the static meshes from a marketplace asset pack by their names, and figures out where to place the rocks, trees, and foliage across the landscape.

  • 1Describe the forest (big rocks, small rocks, trees, foliage) and point the agent at a marketplace asset path. It reads the meshes, decides where each one should go, and generates the PCG graph on its own.
  • 2Drop the graph into the level and scale up the PCG bounds so it covers the whole landscape.
  • 3The first result has too many big rocks and no grass, so re-prompt it to reduce the rocks and spawn grass around them. It rebuilds the graph for a far cleaner scene with full grass coverage.

A full Unreal Engine 5 UI with zero images, only materials and AI

5:43

A complete Unreal Engine 5 menu UI built just by prompting, with one hard rule: no images at all. Every button, panel, piece of text, and the background is made from materials only, no textures and no imported PNGs.

  • 1Build the background material first, then add the Common Button and Common Text setup straight from the command line.
  • 2Push the background further with prompts, from a fractal fluid look into a real fluid simulation, plus an abstract shape that keeps shifting and changing color.
  • 3Walk through everything the agent made: the materials, the per-state material instances for each button, the panels, the styles, and how it all wires into the main menu.

Build Unreal Engine materials by typing a prompt

4:14

Unreal Engine materials and shaders built just by typing what you want, with no manual node wiring to get started, across three live runs.

  • 1Generate an iridescent holographic material from a single prompt using custom HLSL.
  • 2Recreate the exact same look using only raw Unreal nodes, with no HLSL at all.
  • 3Catch a visual bug, send the agent a screenshot, and let it research and fix the material on its own.

Want to try it yourself?

The same workflow you see here runs on UE 5.6, 5.7 and 5.8. Start a free 3-day trial, no credit card required.