CodeFizz
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Get the plugin

Getting Started

  • Introduction
  • Quick Start
  • Requirements
  • Installing the CLI
  • License & Machines

Guides

  • Installing the Plugin
  • The AI Skill
  • CLI vs MCP
  • Multiple Editors
  • How It Works
  • Discovering Commands
  • The Editor Chat Panel

Walkthroughs

  • Build a Blueprint with AI
  • Author a Material Graph
  • Create a Niagara System
  • Rig a Character with AI
  • Build an Animation Blueprint
  • Build Sound with AI
  • Build a Modular Character
  • Grow a Tree with AI
  • Build a Gameplay Ability System
  • Generate a Landscape with AI
  • Work with World Partition

Reference

  • Reference
  • Audio
  • Mutable
  • Control Rig
  • Niagara
  • PCG
  • Procedural Vegetation
  • Materials
  • Gameplay Ability System
  • World Building
  • Behavior Trees
  • Environment Queries
  • StateTree
  • Sequencer
  • Level Actors
  • Project Settings
  • Blueprints
  • Blueprint Structs
  • Enhanced Input
  • Asset Management
  • Bulk Asset Ops
  • Data Assets
  • Object Properties
  • UMG Widgets
  • Data Tables
  • Curves
  • Animation
  • Console Commands
  • Profiling
  • Core
  • Debug
  • Mass Entity (ECS)

Help

  • FAQ
  • Troubleshooting
  • For AI Agents
  • Fix: Plugin failed to load, module could not be loaded (GetLastError 126)
  • Fix: bridge unreachable, editor not responding
  • Fix: cfa targeted the wrong Unreal editor
  • Fix: the CodeFizz panel does not show Active
  • Fix: Unknown command, or plugin version mismatch after an update
DocsGuidesThe Editor Chat Panel

The Editor Chat Panel

The AI chat panel inside Unreal Engine 5.7 and 5.8: which assistant it runs, how it changes the editor, the access modes, where conversations are stored, and how it updates and stops itself.

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CodeFizz

A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, Control Rig, Insights profiling, and more) over the Model Context Protocol. Connect Claude Code, Cursor, VS Code, or any MCP-compatible client and let your AI build inside the engine.

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Resources

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  • Open-source edition
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Legal

  • Refund Policy
  • Privacy Policy
  • Terms of Service

© 2026 CodeFizz. All rights reserved.

CodeFizz Editor Agent is a CodeFizz product. Payments processed by Polar Software, Inc. (Polar), the Merchant of Record.

The CodeFizz Editor Agent panel is a chat window inside Unreal that drives your project for you. It has no AI of its own: it starts an AI assistant that is already installed on your machine, runs it in your project folder, and lets it change the editor by running cfa commands. Everything runs locally. It is available on Unreal 5.7 and 5.8.

Opening it

Install the plugin into a project, open that project, and pick CodeFizz Editor Agent Chat from the toolbar. The first time you open it, the panel downloads the agent it runs on (about 40 MB) and shows the progress while it does. After that it opens straight away.

Install the plugin into a project first:

bash
cfa install-plugin "C:/Path/To/YourProject"

Unreal 5.6 has no chat panel. It ships a browser engine from 2021 that cannot run the panel, so the toolbar there offers the license and changelog tab instead. Everything else about CodeFizz works normally on 5.6.

Which AI answers you

The panel runs an assistant you already have installed and signed in to. Supported today: Claude, Codex, Cursor, Grok and OpenCode. Pick the assistant and the model at the bottom of the message box. CodeFizz does not charge for the conversation and does not proxy it: the assistant talks to its own provider using your own account, exactly as it does in a terminal.

For the assistant to know the CodeFizz commands, it needs the bundled skill. Run cfa skill install once and it is written into every assistant found on the machine. If the one you picked is missing it, or has an out of date copy, the panel tells you and gives you the exact command to fix it. See The AI Skill.

How it changes the editor

The assistant does not reach into Unreal directly. It runs the same cfa commands you could type yourself, and the plugin applies them in the editor that is open, which is why changes appear while you watch. The editor has to be open for anything editor-side to work. The assistant also has your project folder as its working directory, so it can read and edit project files, not only assets.

Deciding what it may do without asking

The control beside the model picker sets how much freedom the assistant has. It applies to every command and every file edit.

Supervised

Asks before commands and file changes.

Auto-accept edits

Approves edits, asks before anything else.

Auto

Approves routine actions where the assistant supports it, asks otherwise.

Full access

No prompts at all.

One agent per project

Every project gets its own agent process, its own conversations and its own settings, so two projects open at once never share a database or write over each other. Conversations are kept on your machine and survive closing the editor. Opening a second editor on the same project reuses the agent that is already running rather than starting a rival one.

Starting, updating and stopping

Opening the panel starts the agent, and closing the editor stops it again. When you close the last editor for a project, the agent for that project shuts down cleanly and closes its database; other projects are untouched. If the agent has been left running with nothing connected to it, it stops on its own after fifteen minutes, which covers a crash or a forced close where nothing had the chance to shut it down.

The agent updates itself. When a newer one is published, the panel installs it before opening and shows the download while it does. A failed update never blocks the panel: if the update server cannot be reached, or the download or its signature check fails, the version you already have is kept and the panel opens on it. Every download is verified against a signed checksum before it is installed. The version currently running is shown at the foot of the sidebar, under How this panel works.

Stop a project's agent by hand, if you ever need to:

bash
cfa chat-stop "C:/Path/To/YourProject"
What stays on your machine

The panel is a page served by a small local server bound to 127.0.0.1, so nothing it serves is reachable from off the machine. Each project's server listens on its own fixed local port, which is why your theme, font sizes and layout are remembered between restarts. Your conversations, settings and history are stored under your own user profile.

where a project's data lives
%LOCALAPPDATA%\CodeFizz\UnrealMCP\backend\state\<Project>-<id>\
The panel is in beta

It is new, and the fuller way to use CodeFizz is still to drive the editor from the AI assistant you already work in, using the CLI directly. That path has the whole command surface and no beta caveats. See Quick Start and CLI vs MCP.