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DocsReferenceCore

Core

Every Core 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, 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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CodeFizz Editor Agent is a CodeFizz product. Payments processed by Polar Software, Inc. (Polar), the Merchant of Record.

7 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.

health_check

Report CLI, license, and editor-bridge status

Reports three independent layers and never fails just because no editor is open: (1) the CLI itself, (2) your license status (active/trial/expired, email, expiry) read offline from the shared store, and (3) the editor bridge - best-effort probe of the editor this folder targets, with a clear next step (open the project or 'cfa launch') when none is connected. 'healthy' reflects CLI + license only. Run this first to verify your setup.

example
cfa health_check
execute_python

Execute arbitrary Python code inside the running Unreal Editor

Runs Python code in the editor's Python environment where the 'unreal' module is pre-imported. Set a variable named 'result' to return structured data back. Use for operations not covered by other commands.

ParameterTypeRequiredDescription
codestringYesPython code to execute (set 'result' variable to return data)
example
cfa execute_python --code "result = str(unreal.EditorAssetLibrary.list_assets('/Game'))"
dump_command_schema

Dump the C++ reflection-generated schema for reflected commands

Returns the JSON Schema generated from each reflection-backed command's C++ param USTRUCT (the single source of truth). With --name, returns one command's schema; otherwise returns every registered reflected command's schema. Used to keep the Go CLI specs in sync with the C++ structs (see the schema-drift test).

ParameterTypeRequiredDescription
namestringNoOptional: a single reflected command name to dump (omit for all)
example
cfa dump_command_schema --name build_pcg_graph
list_editors

List every running Unreal editor (pid, project, engine, port)

Lists all Unreal editors currently running with the plugin: their pid, project name, full.uproject path, engine path, engine version, and bridge port. Use this to see what is running before connecting. Each command you run targets exactly one editor; use connect_editor to choose which.

example
cfa list_editors
connect_editor

Select which running editor later commands talk to

Selects a running editor as the active target for subsequent commands (persisted, so it survives across separate terminals/processes). Choose by project name (e.g. --project jiggi, accepts 'jiggi' or 'jiggi.uproject') or by --port. Run list_editors first to see the choices. Use this when several editors are open, or when running from a folder that isn't inside the project.

ParameterTypeRequiredDescription
projectstringNoProject name to connect to (e.g. jiggi or jiggi.uproject)
portintNoConnect by exact bridge port instead of project name
example
cfa connect jiggi
  cfa connect_editor --project jiggi
  cfa connect_editor --port 55557
disconnect_editor

Clear the active editor selection

Clears the persisted editor selection set by connect_editor. After disconnecting, commands fall back to auto-detection (the current project's editor, or the single running editor) and refuse with a list when the choice is ambiguous.

example
cfa disconnect
connection_status

Show the active selection and which editor commands would hit

Shows the running editors, the current selection (if any), the current-folder project, and which editor a command would connect to right now (with the reason), or why it would refuse. Use this to understand routing before running other commands.

example
cfa connection_status