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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, Control Rig, 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"}'