FAQ
Frequently asked questions about installing, licensing with browser login, updating, and using CodeFizz Editor Agent.
Frequently asked questions about installing, licensing with browser login, updating, and using CodeFizz Editor Agent.
CodeFizz Editor Agent is a paid Unreal Engine 5 editor plugin plus a free command line tool (cfa) that lets AI assistants like Claude Code and Cursor build directly inside the editor. It covers Blueprints, Materials, Niagara, PCG, StateTree, Control Rig, audio (MetaSounds and Sound Cues), data tables, actors, and Insights profiling over a local connection. The plugin runs inside the editor and the cfa CLI is how you (or your AI) sign in, install the plugin, and send it commands.
Yes. Control Rig is the largest command category, with 127 commands. Your AI can create a Control Rig from a Skeletal Mesh, build the bone, control, null and socket hierarchy, fit each control shape to the mesh it drives, and wire the solve graph with two bone IK, FK and pole vectors. It can also assemble a modular rig from Epic's arm, leg and spine modules and connect them automatically, mirror a limb to the other side, and add jiggle or chain physics with colliders fitted to the body. It works on any skeleton, not just humanoids: a quadruped, a bird, a snake or a vehicle are all rigged the same way, because roles are worked out from the geometry rather than from bone names.
The plugin ships validation gates that check the rig rather than trusting that a command reported success. They cover the solve graph, the controls, the gizmo sizes, the deformation, and the physics. Beyond that it can run the rig headless over an animation and report what actually moved: which bones the rig drives, whether limbs cross through each other, whether anything sinks below the floor, and whether a control an animator grabs moves anything at all. Each check returns a plain verdict of pass, pass with warnings, or fail.
Yes. Your AI can build MetaSounds and Sound Cues from commands. For a MetaSound it can create the source or a reusable patch, search the node library, place and wire nodes, set values on any pin, and build a whole graph in one call, which is enough for audio that generates itself as it plays: a drifting pad, a melody that never repeats the same way twice, or an ambience that shifts from a calm morning to something uneasy at night. For a Sound Cue it can build the tree, assign wave files, randomise between them with weights, and mix or delay branches. It can also create attenuation, concurrency, sound classes, submixes, buses and effect chains.
It searches for the idea rather than the name. MetaSound node names are not guessable, so the plugin exposes a ranked search that takes several keywords at once, matches author keywords as well as names, and ignores spacing and case. Once it has a candidate it can ask for the exact inputs and outputs of that node, with types and defaults, before wiring anything. That is why an assistant does not have to guess at spellings or invent pin names.
Readable. Both MetaSounds and Sound Cues are laid out automatically when they are built, and can be re-laid out at any time. Node sizes are measured from the real editor, so a tall node with many pins gets the room it needs, and wires that would cut across a node are routed around it on reroute lanes instead. Running the layout again is safe: it never stacks reroutes on top of reroutes.
Both kinds have a check that returns a verdict rather than a bare success. For a MetaSound it reports an audio output that nothing writes to, an input with neither a connection nor a default, and an empty graph. For a Sound Cue it reports a missing root, unreachable nodes, empty child slots, and wave players with no wave assigned. You find out before you play it rather than during it.
Unreal Engine 5.6, 5.7 and 5.8 on Windows 64-bit. The plugin ships as engine specific binaries, and the CLI downloads the build that matches the engine you point it at, so you never pick a file by hand.
Install the cfa CLI with PowerShell (recommended: irm https://codefizz.dev/install.ps1 | iex) or npm. Then run cfa login. It opens your browser so you sign in with the same CodeFizz account (Google, GitHub, Discord, or email). With an active trial or subscription, that activates this machine and the editor plugin reads the same sign in. There is no separate activation inside Unreal. A legacy license key still lives under License and billing for recovery and older cfa builds (cfa login --key), but you do not need it for a normal install.
After signing in, run cfa install-plugin and point it at your engine or project, for example cfa install-plugin "E:/Unreal/UE_5.8" for every project on that engine, or cfa install-plugin "C:/MyGame" for a single project. The CLI downloads the matching build for your subscription, verifies it, and copies it into the right Plugins folder. Run cfa install-plugin --list to see the engines on your machine.
No. Once you have run cfa login, the editor plugin is already licensed because it reads the same sign-in. Open your project and the CodeFizz panel shows Active. The panel is read only (status plus a Refresh button); you manage the license from the CLI.
Run cfa plugin versions to see every available build per engine, and cfa plugin status to see what is installed where and whether it is up to date (neither needs a path). To update one install, run cfa install-plugin <path> again, since no --version installs the newest. To roll back or pin a build, add --version 1.2.0. If you have the plugin in several engines and projects, cfa update-all updates (or with --version, rolls back) every recorded install at once, add --dry-run to preview or --prune to drop installs whose engine or project is gone. Every download is checksum verified, and re-installing a version you already have does nothing.
Update the plugin to 1.2.44 or newer. Older builds could stop the editor at startup with "Plugin CodeFizzEditorAgent failed to load because module CodeFizzEditorAgent could not be loaded", and the log showed GetLastError=126 with a missing UnrealEditor-WorldStreamingInsights.dll even though that file was present. This mainly hit Unreal 5.8 projects opened with the launcher-installed engine. It was a packaging bug on our side, not a problem with your engine, Visual Studio, redistributables, or BuildId, so reinstalling the engine does not help. Close the Unreal Editor, then run cfa update-all to update every install, or cfa install-plugin "C:/Program Files/Epic Games/UE_5.8" to reinstall the newest build for that engine, and reopen your project. See https://codefizz.dev/docs/troubleshooting for details.
Each command talks to exactly one editor. Run cfa list_editors to see every running editor with its project, engine, port, and process id, then cfa connect <project> to pick one for the commands that follow. If the choice is ambiguous the CLI refuses and lists the editors rather than editing the wrong project. With a single editor open, or when your terminal is inside the project folder, it routes automatically.
No. The cfa CLI is a single self contained binary. The recommended PowerShell installer needs nothing at all, not even Node. There is no Python, no extra runtime, and no config files required.
Prefer the CLI. The cfa command talks directly to the plugin and is faster and more token efficient for AI agents. Use the MCP server only when your AI tool cannot run shell commands and instead connects over the Model Context Protocol. The same cfa binary serves both.
Update the CLI with cfa self-update. It knows how you installed it: a PowerShell install replaces itself in place, an npm install runs npm install -g codefizz-editor-agent@latest for you. Then run cfa skill install again to refresh the bundled AI skill. For the plugin, just re-run cfa install-plugin <path>: it fetches the newest build, verifies it, and replaces your install. Check the CLI version any time with cfa --version.