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DocsReferenceBlueprint Structs

Blueprint Structs

Every Blueprint Structs 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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6 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.

create_blueprint_struct

Create a Blueprint struct (UserDefinedStruct), optionally with members

Creates a Blueprint struct asset. Optionally define all members in one atomic call via the members array (each entry: name + the same type fields as add_blueprint_struct_variable, plus default_value/tooltip). New structs are seeded with one default bool member; when you supply members that seed is removed automatically. Auto-saves.

ParameterTypeRequiredDescription
asset_pathstringYesContent path to create at (e.g. /Game/Data/S_MyStruct)
descriptionstringNoStruct tooltip/description
membersjsonNoJSON array of member specs (name + type fields + optional default_value/tooltip)
example
cfa create_blueprint_struct --asset-path /Game/Data/S_Loot --members '[{"name":"ItemId","variable_type":"name"},{"name":"Count","variable_type":"int","default_value":1},{"name":"Icon","variable_type":"softobject","type_path":"/Script/Engine.Texture2D"}]'
add_blueprint_struct_variable

Add a member variable to a Blueprint struct

Adds one member variable of any supported type to a Blueprint struct. Supports object/class refs, TSoftObjectPtr/TSoftClassPtr/TSubclassOf, structs (incl. InstancedStruct), enums, and array/set/map containers. Auto-saves and recompiles the struct.

example
cfa add_blueprint_struct_variable --asset-path /Game/Data/S_Loot --name "DropChance" --variable-type float --default-value 0.5
set_blueprint_struct_variable

Rename, retype, re-default, or re-tooltip a struct member

Edits an existing member identified by name or guid. Provide new_name to rename, the type fields to retype, default_value to change the default, and/or tooltip. Only the fields you pass are changed. Auto-saves and recompiles.

example
cfa set_blueprint_struct_variable --asset-path /Game/Data/S_Loot --name "Count" --default-value 5
remove_blueprint_struct_variable

Remove a member from a Blueprint struct

Removes a member identified by name or guid. A struct must keep at least one member, so the last one cannot be removed. Auto-saves and recompiles.

ParameterTypeRequiredDescription
asset_pathstringYesContent path to the Blueprint struct
namestringNoMember name to remove (or use guid)
guidstringNoMember guid to remove (alternative to name)
example
cfa remove_blueprint_struct_variable --asset-path /Game/Data/S_Loot --name "DropChance"
describe_blueprint_struct

List a Blueprint struct's members (name, type, default, tooltip)

Returns every member of a Blueprint struct in order: name, guid, human-readable type, default value, and tooltip. Use before editing to see what exists.

ParameterTypeRequiredDescription
asset_pathstringYesContent path to the Blueprint struct
example
cfa describe_blueprint_struct --asset-path /Game/Data/S_Loot
list_blueprint_structs

Search Blueprint structs in the project (ranked best-match first)

Lists Blueprint struct assets, RANKED by relevance to filter (exact > prefix > substring in name > match in path); the BEST max_results are returned. Response includes total_matches and truncated so a cap is never silent. Omit filter to list all under path.

ParameterTypeRequiredDescription
filterstringNoCase-insensitive term ranked against struct name/path
pathstringNoContent path to search under
max_resultsintNoReturn the top N ranked matches
example
cfa list_blueprint_structs --filter "Loot" --max-results 5