Installing the Plugin
Install, check, update, roll back, and remove the Unreal plugin per engine or project with cfa install-plugin and update-all.
Install, check, update, roll back, and remove the Unreal plugin per engine or project with cfa install-plugin and update-all.
Step 3 of the Quick Start puts the plugin on one engine: the CLI downloads the build that matches it, verifies it, and copies it into place. Here is everything else you can do.
See the engines on this machine, and where each one lives:
cfa install-plugin --listInstall into a single project instead of a whole engine:
cfa install-plugin "C:/MyGame"See every version available for each engine:
cfa plugin versionsSee where the plugin is installed and which version, with update flags:
cfa plugin statusUpdate an engine to the newest build (just run the install again):
cfa install-plugin "E:/Unreal/UE_5.8"Install or roll back to a specific version:
cfa install-plugin "E:/Unreal/UE_5.8" --version 1.2.0cfa plugin versions and cfa plugin status need no path. Every download is checksum verified, and re-installing a version you already have does nothing.
If you have the plugin on several engines and projects, cfa update-all walks every place it is recorded as installed and updates them together, no need to run the install once per path.
Update every recorded install to the newest build:
cfa update-allRoll the whole fleet back to (or pin it at) one version:
cfa update-all --version 1.2.0Preview the changes without installing anything:
cfa update-all --dry-runDrop records whose engine or project no longer exists:
cfa update-all --pruneUninstall the plugin from an engine or project, deletes the plugin folder and clears the local install record (no login needed, other installs untouched):
cfa uninstall-plugin "E:/Unreal/UE_5.8"Engine or project: point at an engine root (the folder with Engine\Build\Build.version) to install into Engine/Plugins for every project on it, or at a project folder (the one with your .uproject) for just that project. Point inside either one and the CLI walks up to find the root.
No in-editor activation: because you ran cfa login, the installed plugin is already licensed. Open your project and the CodeFizz panel reads Active, with a Refresh button to re-check. There is no key to paste.