Console Commands
Every Console Commands command in CodeFizz Editor Agent, with parameters and examples.
Every Console Commands command in CodeFizz Editor Agent, with parameters and examples.
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_commandsList 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| filter | string | No | Case-insensitive substring; empty = enumerate all |
| max_results | int | No | Cap on returned entries; 0 = unlimited |
| include_help | bool | No | Add help text per entry |
| include_values | bool | No | Add current value per cvar |
| type_filter | string | No | all | command | variable |
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 100get_console_command_infoFull 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| name | string | Yes | Exact console object name |
cfa get_console_command_info --name "r.ScreenPercentage"
cfa get_console_command_info --name "DumpMassMemory"console_command_existsBoolean 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.
| Parameter | Type | Required | Description |
|---|---|---|---|
| name | string | Yes | Exact console object name to test |
cfa console_command_exists --name "stat fps"
cfa console_command_exists --name "r.MyMadeUpCvar"execute_console_commandExecute 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).
| Parameter | Type | Required | Description |
|---|---|---|---|
| command | string | Yes | Full command string e.g. 'r.ScreenPercentage 80' |
| capture_logs | bool | No | Tee GLog into capture sink during exec (needed for UE_LOG-based output) |
| flush_threaded | bool | No | Flush threaded logs before detaching capture sink (only when capture_logs=true) |
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"