C++ Builds
C++ Builds: Change C++ and see the result without leaving the agent. Unreal Engine 5 command reference with parameters and examples.
C++ Builds: Change C++ and see the result without leaving the agent. Unreal Engine 5 command reference with parameters and examples.
3 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.
live_coding_compileCompile changed C++ with Live Coding in the running editor; errors come back as file(line), code, message
Starts a Live Coding compile in the connected editor (what Ctrl+Alt+F11 does) and patches the changed .cpp code into the running editor, with no restart. The game thread keeps running while it compiles; the CLI waits for the result. The reply has result (patched, no_changes or failed), a verdict, and each compiler or linker error and warning as a finding with target file(line) and the MSVC code, read from the Live Coding log and UBT's Log.txt. no_changes is a warning: the file was not saved, or its module is not loaded. Live Coding cannot add new modules, and header changes to UCLASS/USTRUCT layouts are risky: for those quit the editor (quit_editor --save) and run build_project. Refuses, naming the setting, when Live Coding is off for the session.
| Parameter | Type | Required | Description |
|---|---|---|---|
| max_results | int | No | Errors and warnings to list (counts stay complete) |
| wait | bool | No | Wait until the compile finishes and return the result (false = return at once; repeat the same call to collect it) |
| wait_timeout | int | No | Seconds to wait before returning a still-running compile (default 100; 50 over MCP) |
| restart | bool | No | Collect the result of this command's earlier compile even when other parameters differ |
cfa live_coding_compile
cfa live_coding_compile --max-results 50build_projectBuild a project's editor target with UBT while the editor is closed; errors come back as file(line), code, message
Runs the engine's Build.bat for the project's editor target (found in Source/*.Target.cs) with the engine the project resolves to, the way the IDE builds it, and parses the compiler, linker and UnrealHeaderTool lines. Use it after new modules, new UCLASS/USTRUCT layouts or anything Live Coding cannot patch. It refuses while an editor for the project is running (UBT cannot replace loaded modules): run quit_editor --save first, or live_coding_compile for .cpp-only changes. The configuration defaults to the one the editor target was last built in (its newest .target receipt), so launch uses the DLLs you just built; pass --config to choose. The reply has a verdict, the errors and warnings as findings, the seconds taken and the full log path.
| Parameter | Type | Required | Description |
|---|---|---|---|
| project | string | No | Project: a .uproject path, a project directory, or omit for the current folder |
| config | string | No | Development, DebugGame or Debug (default: the configuration the editor target was last built in) |
| max_results | int | No | Errors and warnings to list (counts stay complete) |
| timeout_seconds | int | No | Seconds the build may run before it is stopped |
| engine_path | string | No | Override engine resolution with an explicit engine root |
cfa build_project
cfa build_project C:/Path/MyGame.uproject --config DebugGameget_crash_reportRead a project's newest editor crashes: type, message, readable call stack and the log's last errors
Reads <Project>/Saved/Crashes newest first, without an editor (it works after the editor died). For each crash: when it happened, crash type (Crash, Assert, Ensure, GPUCrash), the error message, engine version and build configuration, the top frames of the symbolicated call stack, and the last error lines of the crash's log. Use it right after a command reports the bridge dropped, or when the editor will not start.
| Parameter | Type | Required | Description |
|---|---|---|---|
| project | string | No | Project: a .uproject path, a project directory, or omit for the current folder |
| max_results | int | No | How many crashes to read, newest first (1-10) |
| frames | int | No | Call stack frames per crash (1-60) |
| since_hours | int | No | Only crashes from the last N hours (0 = any age) |
cfa get_crash_report
cfa get_crash_report jiggi --max-results 3 --frames 25