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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

Walkthroughs

  • Build a Blueprint with AI
  • Author a Material Graph
  • Create a Niagara System

Reference

  • Reference
  • Niagara
  • PCG
  • Materials
  • 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
  • Console Commands
  • Profiling
  • Core
  • Debug

Help

  • FAQ
  • Troubleshooting
  • For AI Agents
DocsGuidesInstalling the Plugin

Installing the Plugin

Install, check, update, roll back, and remove the Unreal plugin per engine or project with cfa install-plugin and update-all.

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CodeFizz

A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, 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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© 2026 CodeFizz. All rights reserved.

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

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.

Pick where it installs

See the engines on this machine, and where each one lives:

bash
cfa install-plugin --list

Install into a single project instead of a whole engine:

bash
cfa install-plugin "C:/MyGame"

Check, update, and roll back versions

See every version available for each engine:

bash
cfa plugin versions

See where the plugin is installed and which version, with update flags:

bash
cfa plugin status

Update an engine to the newest build (just run the install again):

bash
cfa install-plugin "E:/Unreal/UE_5.8"

Install or roll back to a specific version:

bash
cfa install-plugin "E:/Unreal/UE_5.8" --version 1.2.0

cfa plugin versions and cfa plugin status need no path. Every download is checksum verified, and re-installing a version you already have does nothing.

Update every install at once

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:

bash
cfa update-all

Roll the whole fleet back to (or pin it at) one version:

bash
cfa update-all --version 1.2.0

Preview the changes without installing anything:

bash
cfa update-all --dry-run

Drop records whose engine or project no longer exists:

bash
cfa update-all --prune

Remove it

Uninstall the plugin from an engine or project, deletes the plugin folder and clears the local install record (no login needed, other installs untouched):

bash
cfa uninstall-plugin "E:/Unreal/UE_5.8"
Good to know

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.