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DocsReferenceAsset Management

Asset Management

Every Asset Management command in CodeFizz Editor Agent, with parameters and examples.

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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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18 commands. Each shows its parameters and an example, and has a copyable deep link, so you (or an AI agent) can jump straight to one.

find_assets

Search the Asset Registry by class, path, and/or name pattern

Searches the Unreal Asset Registry. Supports class shortcuts (material, blueprint, static_mesh, texture, data_table, niagara_system) or full class paths. Returns asset paths, class names, and package info. Use name_pattern for case-insensitive substring matching on asset names.

ParameterTypeRequiredDescription
class_typestringNoClass shortcut (material, blueprint, static_mesh, texture, data_table, niagara_system) or full class path like PackagePath.ClassName
pathstringNoContent path filter (e.g. /Game/Materials, /Game/Blueprints)
name_patternstringNoSubstring match on asset name (case-insensitive)
recursiveboolNoSearch subdirectories
max_resultsintNoMaximum results to return
example
cfa find_assets --class-type material --path /Game/Materials
cfa find_assets --name-pattern "Miner" --max-results 10
cfa find_assets --class-type blueprint --path /Game/Blueprints --recursive
list_assets

List assets in a Content Browser directory

Lists all assets in a Content Browser directory, optionally filtered by class. Simpler than find_assets, use when you know the directory and want to see what's in it.

ParameterTypeRequiredDescription
pathstringNoContent path (e.g. /Game, /Game/Materials)
class_filterstringNoOptional class shortcut filter (material, blueprint, etc.)
recursiveboolNoSearch subdirectories
example
cfa list_assets --path /Game
cfa list_assets --path /Game/Materials --class-filter material
get_asset_info

Get asset metadata (class, package, properties)

Returns metadata about an asset including its class, package path, and basic properties. Use to inspect what type of asset something is before modifying it.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
example
cfa get_asset_info --asset-path /Game/Materials/M_Base
get_asset_properties

Get all editable properties of any asset

Returns all editable UPROPERTY values from any asset. Works with materials, blueprints, data assets, etc. For filtered, typed, or nested-path reads prefer describe_object / get_object_property.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
example
cfa get_asset_properties --asset-path /Game/Materials/M_Base
set_asset_property

Set a single property on any asset

Sets a single UPROPERTY on any asset. Auto-falls back to Blueprint CDO if the asset is a Blueprint. Call save_asset after to persist changes.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
property_namestringYesProperty name or path: Struct.Field, Arr[0], Arr[-] to append, Map[Key] to add or edit one row. See reference/property-paths.md
property_valuestringYesNew property value (as string)
example
cfa set_asset_property --asset-path /Game/BP_MyActor --property-name "MaxHealth" --property-value "200.0"
find_references

Find dependents/dependencies of an asset

Finds what assets reference this asset (dependents) or what this asset references (dependencies). Use before deleting an asset to check for broken references.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
directionstringNodependents (what uses this), dependencies (what this uses), or both
example
cfa find_references --asset-path /Game/Materials/M_Base --direction dependents
cfa find_references --asset-path /Game/Materials/M_Base --direction both
open_asset

Open asset in the editor

Opens the asset in its appropriate editor (Material Editor, Blueprint Editor, etc.). Returns window: the title of the window the editor opened in (the main window or one of its own), for take_screenshot --mode window --window.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
example
cfa open_asset --asset-path /Game/Materials/M_Base
save_asset

Save a specific asset to disk

Saves a modified (dirty) asset to disk. Always call after modifying asset properties, materials, blueprints, etc. Data table operations auto-save. A material or material function whose editor is open has its unapplied edits applied first, as the editor's own Save does (applied_editor_edits=true); if those edits do not compile, nothing is saved and the error says so.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
example
cfa save_asset --asset-path /Game/Materials/M_Base
save_all

Save all unsaved (dirty) assets

Saves all modified assets to disk. Use after batch operations instead of saving each asset individually. Replies verdict pass, or pass_with_warnings with not_saved (the packages still dirty after the save, first 20) and not_saved_count when the engine could not write a package; the Output Log gives the reason for each.

example
cfa save_all
reload_asset

Reload an asset from disk, discarding in-memory edits

Reloads one asset's package from disk the same way the editor does (UPackageTools::ReloadPackages). Use this when the in-memory copy is wrecked (empty widget tree, TRASH_* leftovers) but the .uasset on disk is still good. Dirty packages refuse unless --discard=true, which answers the editor's own 'reload and revert changes?' prompt as yes. Closes any open editor for the asset first so the reload is not sitting on a stale tab.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
discardboolNoReload even if dirty, reverting in-memory changes to the on-disk file
example
cfa reload_asset --asset-path /Game/UI/WBP_Menu --discard=true
cfa close_asset --asset-path /Game/UI/WBP_Menu
close_asset

Close the asset editor without killing the editor process

Closes every open editor tab for this asset (UAssetEditorSubsystem::CloseAllEditorsForAsset). Default leaves in-memory dirty state alone so a later reload_asset --discard can restore disk. Pass --save=true to persist first. A material or material function editor keeps its edits on a working copy until Apply: closing applies them to the asset first (editor_edits=applied), the same as answering Yes to the editor's own prompt, and --discard=true drops them instead. If those edits do not compile the editor is left open and the reply says so. The reply is an error whenever an editor is still open afterwards.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset
saveboolNoSave the asset before closing its editor
discardboolNoMaterial and material function editors only: drop the edits the editor has not applied to the asset, instead of applying them
example
cfa close_asset --asset-path /Game/UI/WBP_Menu
delete_asset

Delete an asset or directory (checks references)

Deletes an asset from the Content Browser. By default checks for references first and refuses if other assets depend on it. Use --force to bypass. Also works on directories.

ParameterTypeRequiredDescription
asset_pathstringYesFull content path to the asset or directory
forceboolNoForce delete even with references
example
cfa delete_asset --asset-path /Game/Materials/M_OldMaterial
cfa delete_asset --asset-path /Game/Materials/M_OldMaterial --force
duplicate_asset

Copy an asset to a new location

Creates a copy of an asset at a new location with a new name. The copy is independent, changes to one don't affect the other.

ParameterTypeRequiredDescription
source_pathstringYesSource asset path
dest_pathstringYesDestination directory path
dest_namestringYesNew asset name
example
cfa duplicate_asset --source-path /Game/Materials/M_Base --dest-path /Game/Materials --dest-name M_BaseCopy
rename_asset

Rename/move an asset (auto-fixes references)

Renames or moves an asset to a new path. Automatically updates all references across the project. Safer than manual move.

ParameterTypeRequiredDescription
source_pathstringYesCurrent asset path
dest_pathstringYesNew asset path (full path including new name)
example
cfa rename_asset --source-path /Game/Materials/M_Old --dest-path /Game/Materials/M_New
import_asset

Import external file into Content Browser

Imports an external file (PNG, FBX, WAV, etc.) from the filesystem into the UE Content Browser. Unreal handles conversion to the appropriate asset type.

ParameterTypeRequiredDescription
source_filestringYesFull filesystem path to the external file
destination_pathstringYesContent Browser destination directory
destination_namestringNoAsset name (defaults to filename without extension)
replace_existingboolNoReplace existing asset if name conflicts
example
cfa import_asset --source-file "C:/Art/texture.png" --destination-path /Game/Textures --destination-name T_MyTexture
import_assets_batch

Batch import files into Content Browser

Imports multiple files at once. Either provide a JSON array of file paths, or specify a source_directory and file extensions to scan. More efficient than calling import_asset in a loop.

ParameterTypeRequiredDescription
destination_pathstringYesContent Browser destination directory
filesjsonNoJSON array of file paths to import
source_directorystringNoDirectory to scan for files (alternative to --files)
extensionsjsonNoJSON array of file extensions to include when scanning directory
replace_existingboolNoReplace existing assets
example
cfa import_assets_batch --destination-path /Game/Textures --source-directory "C:/Art/Textures" --extensions '["png","jpg"]'
cfa import_assets_batch --destination-path /Game/Meshes --files '["C:/Art/mesh1.fbx","C:/Art/mesh2.fbx"]'
get_selected_assets

Get currently selected Content Browser assets

Returns the assets currently selected in the Content Browser panel. Useful for operating on whatever the user has selected in the editor.

example
cfa get_selected_assets
sync_browser

Navigate Content Browser to show an asset

Scrolls the Content Browser to show and highlight a specific asset. Use to direct the user's attention to an asset after creating or modifying it.

ParameterTypeRequiredDescription
asset_pathstringYesAsset path to navigate to
example
cfa sync_browser --asset-path /Game/Materials/M_NewMaterial