Asset Management
Every Asset Management command in CodeFizz Editor Agent, with parameters and examples.
Every Asset Management command in CodeFizz Editor Agent, with parameters and examples.
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_assetsSearch 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| class_type | string | No | Class shortcut (material, blueprint, static_mesh, texture, data_table, niagara_system) or full class path like PackagePath.ClassName |
| path | string | No | Content path filter (e.g. /Game/Materials, /Game/Blueprints) |
| name_pattern | string | No | Substring match on asset name (case-insensitive) |
| recursive | bool | No | Search subdirectories |
| max_results | int | No | Maximum results to return |
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 --recursivelist_assetsList 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| path | string | No | Content path (e.g. /Game, /Game/Materials) |
| class_filter | string | No | Optional class shortcut filter (material, blueprint, etc.) |
| recursive | bool | No | Search subdirectories |
cfa list_assets --path /Game
cfa list_assets --path /Game/Materials --class-filter materialget_asset_infoGet 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
cfa get_asset_info --asset-path /Game/Materials/M_Baseget_asset_propertiesGet 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
cfa get_asset_properties --asset-path /Game/Materials/M_Baseset_asset_propertySet 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
| property_name | string | Yes | Property name or path: Struct.Field, Arr[0], Arr[-] to append, Map[Key] to add or edit one row. See reference/property-paths.md |
| property_value | string | Yes | New property value (as string) |
cfa set_asset_property --asset-path /Game/BP_MyActor --property-name "MaxHealth" --property-value "200.0"find_referencesFind 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
| direction | string | No | dependents (what uses this), dependencies (what this uses), or both |
cfa find_references --asset-path /Game/Materials/M_Base --direction dependents
cfa find_references --asset-path /Game/Materials/M_Base --direction bothopen_assetOpen 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
cfa open_asset --asset-path /Game/Materials/M_Basesave_assetSave 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
cfa save_asset --asset-path /Game/Materials/M_Basesave_allSave 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.
cfa save_allreload_assetReload 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
| discard | bool | No | Reload even if dirty, reverting in-memory changes to the on-disk file |
cfa reload_asset --asset-path /Game/UI/WBP_Menu --discard=true
cfa close_asset --asset-path /Game/UI/WBP_Menuclose_assetClose 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset |
| save | bool | No | Save the asset before closing its editor |
| discard | bool | No | Material and material function editors only: drop the edits the editor has not applied to the asset, instead of applying them |
cfa close_asset --asset-path /Game/UI/WBP_Menudelete_assetDelete 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Full content path to the asset or directory |
| force | bool | No | Force delete even with references |
cfa delete_asset --asset-path /Game/Materials/M_OldMaterial
cfa delete_asset --asset-path /Game/Materials/M_OldMaterial --forceduplicate_assetCopy 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| source_path | string | Yes | Source asset path |
| dest_path | string | Yes | Destination directory path |
| dest_name | string | Yes | New asset name |
cfa duplicate_asset --source-path /Game/Materials/M_Base --dest-path /Game/Materials --dest-name M_BaseCopyrename_assetRename/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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| source_path | string | Yes | Current asset path |
| dest_path | string | Yes | New asset path (full path including new name) |
cfa rename_asset --source-path /Game/Materials/M_Old --dest-path /Game/Materials/M_Newimport_assetImport 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| source_file | string | Yes | Full filesystem path to the external file |
| destination_path | string | Yes | Content Browser destination directory |
| destination_name | string | No | Asset name (defaults to filename without extension) |
| replace_existing | bool | No | Replace existing asset if name conflicts |
cfa import_asset --source-file "C:/Art/texture.png" --destination-path /Game/Textures --destination-name T_MyTextureimport_assets_batchBatch 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| destination_path | string | Yes | Content Browser destination directory |
| files | json | No | JSON array of file paths to import |
| source_directory | string | No | Directory to scan for files (alternative to --files) |
| extensions | json | No | JSON array of file extensions to include when scanning directory |
| replace_existing | bool | No | Replace existing assets |
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_assetsGet 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.
cfa get_selected_assetssync_browserNavigate 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Asset path to navigate to |
cfa sync_browser --asset-path /Game/Materials/M_NewMaterial