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DocsReferenceProject Settings

Project Settings

Every Project Settings 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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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.

search_project_settings

Search Project/Editor Settings sections by name

Fuzzy-searches every registered settings section (the same tree the Project Settings window shows) across all containers. Returns the exact container/category/section/class names and which Default*.ini each writes to. Use this first to discover the exact name, then get_project_settings / set_project_settings. Filter matches container, category, section, display name, and backing class.

ParameterTypeRequiredDescription
filterstringNoSubstring matched against category/section/display/class (empty = list all)
containerstringNoRestrict to one container (e.g. Project, Editor)
max_resultsintNoMaximum sections to return
example
cfa search_project_settings --filter "map" --max-results 5
get_project_settings

Read all properties of a settings section

Returns every property of one settings section with type, current value, and metadata (for enums the valid_values, for class/object refs the required base class, plus editable/readonly flags). Identify the section by class_name (e.g. GameMapsSettings) OR section (+ optional category/container). Use filter to narrow to matching property names.

ParameterTypeRequiredDescription
class_namestringNoBacking settings class (e.g. GameMapsSettings). One of class_name/section required.
containerstringNoContainer name (e.g. Project) to disambiguate
categorystringNoCategory name or display name to disambiguate
sectionstringNoSection name or display name (e.g. "Maps & Modes")
filterstringNoOnly properties whose path contains this substring
max_resultsintNoMaximum properties to return
include_metadataboolNoInclude per-property metadata (enum options, class base, flags)
example
cfa get_project_settings --class-name "GameMapsSettings" --filter "Default"
set_project_settings

Set one or more properties on a settings section and persist to Default*.ini

Writes settings via reflection exactly like the Project Settings window: sets the value, fires PostEditChangeProperty, then persists the change to the correct Default*.ini (DefaultEngine.ini, DefaultGame.ini, etc.). Identify the section by class_name OR section (+ optional category/container). Provide property_name + property_value for one write, or a properties map for a batch. Every type works, enums, soft class refs (GameInstance/GameMode/map assets), structs, and arrays (e.g. append a collision profile to Profiles). On a bad value the response tells you what the property actually accepts: valid enum options, the required base class, or did_you_mean for a mistyped name.

ParameterTypeRequiredDescription
class_namestringNoBacking settings class (e.g. GameMapsSettings). One of class_name/section required.
containerstringNoContainer name (e.g. Project) to disambiguate
categorystringNoCategory name or display name to disambiguate
sectionstringNoSection name or display name (e.g. "Maps & Modes")
property_namestringNoSingle property/dotted path to set (with property_value)
property_valuejsonNoValue for property_name (any JSON type; asset/class path string for refs)
propertiesjsonNoObject map of property -> value for batch writes
example
  cfa set_project_settings --class-name "GameMapsSettings" --property-name "ServerDefaultMap" --property-value "/Game/Maps/Lobby.Lobby"
  cfa set_project_settings --class-name "GameMapsSettings" --property-name "GameInstanceClass" --property-value "/Script/MyGame.MyGameInstance"
  cfa set_project_settings --class-name "GameMapsSettings" --properties '{"GameDefaultMap":"/Game/Maps/Main.Main","GlobalDefaultGameMode":"/Script/MyGame.MyGameMode"}'