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DocsReferenceConsole Commands

Console Commands

Every Console Commands command in CodeFizz Editor Agent, with parameters and examples.

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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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4 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.

list_console_commands

List engine + custom console commands and cvars (filterable)

Enumerates every console command and cvar registered with IConsoleManager, engine builtins, plugin commands, and any RegisterConsoleCommand call from game code show up identically. Filter is a case-insensitive substring (engine's ForEachConsoleObjectThatContains). Empty filter enumerates everything (~5000+ entries). Use this for discovery before guessing a command name. include_help adds the same help text the in-editor console autocomplete shows. include_values adds current cvar values via IConsoleVariable::GetString. type_filter narrows to commands or variables only.

ParameterTypeRequiredDescription
filterstringNoCase-insensitive substring; empty = enumerate all
max_resultsintNoCap on returned entries; 0 = unlimited
include_helpboolNoAdd help text per entry
include_valuesboolNoAdd current value per cvar
type_filterstringNoall | command | variable
example
  cfa list_console_commands --filter "pcg" --max-results 50 --include-help
  cfa list_console_commands --filter "r.Screen" --include-values
  cfa list_console_commands --filter "stat" --type-filter command --max-results 100
get_console_command_info

Full metadata for one console command or cvar by exact name

Looks up a single console object via IConsoleManager::FindConsoleObject. Returns help text, type (command vs variable), ECVF_* flags set on it, and the current value for cvars. Use list_console_commands first to find the exact name if unsure, this call is exact-match only.

ParameterTypeRequiredDescription
namestringYesExact console object name
example
  cfa get_console_command_info --name "r.ScreenPercentage"
  cfa get_console_command_info --name "DumpMassMemory"
console_command_exists

Boolean existence check (IConsoleManager registry only)

Single IConsoleManager::IsNameRegistered call against the ~10,000 cvars+commands registered with the IConsoleManager. IMPORTANT: this does NOT see engine FSelfRegisteringExec handlers, stat, show, Quit, Travel, Open, most Dump* and editor debug commands return exists=false here, but still execute fine through execute_console_command. The engine has no enumeration API for FExec handlers, so we cannot pre-check them. Practical rule: exists=true means it's safe; exists=false means try execute_console_command and trust exec_consumed as the truth signal.

ParameterTypeRequiredDescription
namestringYesExact console object name to test
example
  cfa console_command_exists --name "stat fps"
  cfa console_command_exists --name "r.MyMadeUpCvar"
execute_console_command

Execute any console command in the editor

Routes through GEngine->Exec with the active world (PIE if running, otherwise the editor world). Works for engine builtins, cvar sets, stat toggles, and any custom RegisterConsoleCommand handler. Set capture_logs=true for commands that report results via UE_LOG instead of writing to the output-device parameter, most stat/r./Mem/Show commands, RHI commands, scene-capture commands, and any custom command using UE_LOG. When capture_logs is on, FOutputDeviceRedirector::FlushThreadedLogs is called before detach so worker-thread logs reach the sink; a short warning is included noting other-thread log lines may appear in the window. Result fields: command_existed (IConsoleManager registry only, false for stat/show/Quit/etc.), exec_consumed (RELIABLE success signal, true if any handler took the command), handled_by_fexec_only (true when an FSelfRegisteringExec handler picked it up rather than IConsoleManager), ar_output (direct device writes), log_output (UE_LOG stream, only when capture_logs=true). COMMANDS WITH SIDE EFFECTS, confirmed from Engine/Private/UnrealEngine.cpp source: `help` writes Saved/ConsoleHelp.html AND launches it in the default browser via FPlatformProcess::LaunchURL on Windows (hardcoded #if WITH_EDITOR && PLATFORM_WINDOWS, no opt-out). Use list_console_commands instead, same data, zero side effects. `Quit`/`Exit` closes the editor. `Travel <map>`/`Open <map>` changes the loaded map. `RestartLevel` reloads PIE. `obj gc` forces GC. Safe alternatives to `help`: DumpCVars (cvars to log), DumpCCmds (commands to log), DumpConsoleCommands <prefix> (filtered to log), or the list_console_commands MCP tool (JSON, preferred).

ParameterTypeRequiredDescription
commandstringYesFull command string e.g. 'r.ScreenPercentage 80'
capture_logsboolNoTee GLog into capture sink during exec (needed for UE_LOG-based output)
flush_threadedboolNoFlush threaded logs before detaching capture sink (only when capture_logs=true)
example
  cfa execute_console_command --command "stat fps" --capture-logs
  cfa execute_console_command --command "r.ScreenPercentage 80"
  cfa execute_console_command --command "DumpMassMemory" --capture-logs
  cfa execute_console_command --command "show Collision"