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DocsReferenceUMG Widgets

UMG Widgets

Every UMG Widgets 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, 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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53 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.

get_widget_tree

Get the widget hierarchy of a Widget Blueprint

Returns the full widget hierarchy of a Widget Blueprint as a tree. Shows each widget's class, name, and nesting level. Use this before add_widget or move_widget to understand the existing structure and find valid parent_widget_name values.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
example
cfa get_widget_tree --widget-blueprint-path /Game/UI/WBP_MainHUD
add_widget

Add a widget to a Widget Blueprint

Adds a new widget as a child of an existing widget in a Widget Blueprint. The parent_widget_name must be a panel widget (CanvasPanel, VerticalBox, HorizontalBox, Overlay, etc.) that supports children. Use slot_properties to set layout properties that belong to the parent's slot type (e.g., Anchors and Offsets for CanvasPanel slots, Size.Value for box slots). Use widget_properties to set properties on the widget itself (e.g., Text, ColorAndOpacity, Font). Run list_widget_types to discover available widget classes.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_classstringYesWidget class name
parent_widget_namestringNoParent panel name. Empty makes this the tree root.
widget_namestringNoWidget name
indexintNoInsert index among siblings (-1 = append)
is_variableboolNoExpose this widget as a Blueprint variable (the designer's 'Is Variable' tick) so it can be referenced in graphs / bound to events. Available after the implicit compile.
slot_propertiesjsonNoJSON object of slot properties
widget_propertiesjsonNoJSON object of widget properties
example
cfa add_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-class TextBlock --parent-widget-name RootCanvas --widget-name "TitleText" --widget-properties '{"Text":"Hello World"}'
cfa add_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-class Image --parent-widget-name MainOverlay --slot-properties '{"Padding":{"Left":10,"Top":5,"Right":10,"Bottom":5}}'
cfa add_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-class VerticalBox --parent-widget-name RootCanvas --widget-name "LeftPanel" --slot-properties '{"LayoutData":{"Anchors":{"Minimum":{"X":0,"Y":0},"Maximum":{"X":0.3,"Y":1}}}}'
remove_widget

Remove a widget from a Widget Blueprint

Removes a widget and all its children from a Widget Blueprint. The widget is identified by name. Use get_widget_tree to find the exact widget name before removing.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget name to remove
widget_object_pathstringNoOptional object path override for cross-asset addressing
example
cfa remove_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-name TitleText
move_widget

Move a widget to a new parent

Reparents a widget (and all its children) to a new parent widget within the same Widget Blueprint. The new parent must be a panel widget that supports children. Use index to control insertion order among siblings (-1 appends to end).

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget name
new_parent_namestringYesNew parent widget name
indexintNoInsert index (-1 = append)
example
cfa move_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-name TitleText --new-parent-name HeaderBox
cfa move_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-name StatusPanel --new-parent-name RootCanvas --index 0
rename_widget

Rename a widget

Renames a widget within a Widget Blueprint. Updates all internal references to use the new name. The new name must be unique within the blueprint.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesCurrent widget name
new_namestringYesNew widget name
example
cfa rename_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-name TextBlock_0 --new-name HealthLabel
duplicate_widget

Duplicate a widget

Creates a copy of a widget and all its children. The duplicate is placed under the same parent by default, or under a different parent if parent_widget_name is specified. Useful for creating repeated UI elements like list items or grid cells.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget name to duplicate
new_namestringNoNew widget name
parent_widget_namestringNoParent widget name
indexintNoInsert index in the parent (-1 = append)
example
cfa duplicate_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-name ItemSlot --new-name ItemSlot2
cfa duplicate_widget --widget-blueprint-path /Game/UI/WBP_MainHUD --widget-name ResourceRow --new-name OreRow --parent-widget-name ResourceList
create_widget_blueprint

Create a new Widget Blueprint asset

Creates a new Widget Blueprint (UMG) asset from a UserWidget parent class. Optionally seeds a root panel widget (e.g. CanvasPanel) so add_widget can immediately target it as a parent.

ParameterTypeRequiredDescription
pathstringYesDestination folder, e.g. /Game/Demo
namestringYesAsset name, e.g. DemoWidgetTest
parent_classstringNoParent UserWidget class (default UserWidget)
root_widget_classstringNoOptional root panel widget class to seed (e.g. CanvasPanel)
example
cfa create_widget_blueprint --path /Game/Demo --name DemoWidgetTest --root-widget-class CanvasPanel
cfa create_widget_blueprint --path /Game/UI --name WBP_Menu --parent-class UserWidget
list_widget_types

Search the widget palette

Searches the widget classes available to add_widget, ranked by relevance across class name, display name and palette category, so --filter box answers HorizontalBox before ComboBox. Each hit carries its palette category and a one-line summary of what the widget is for, so you can pick one without a second call. Pass --filters to rank several keywords in a single round trip. By default it offers exactly what the designer palette offers; --include-abstract adds the abstract, experimental and hidden classes it withholds. Set --panels-only to see just the containers that can serve as a parent_widget_name.

ParameterTypeRequiredDescription
filterstringNoKeyword to rank against; omit to list everything
filtersstringlistNoSeveral keywords at once; each gets its own ranked list
max_resultsintNoMax results per keyword (0 = all); truncation is always reported
include_abstractboolNoAlso include classes the palette withholds (abstract, experimental, hidden)
panels_onlyboolNoShow only panel widgets
example
cfa list_widget_types --filter horizontal --max-results 5
cfa list_widget_types --filters "horizontal box,vertical box,overlay,size box"
cfa list_widget_types --panels-only --max-results 0
build_widget_tree

Author a whole widget hierarchy in one command

Builds an entire widget hierarchy from one nested JSON spec, paying a single compile and a single save for the whole tree instead of one of each per widget, and landing as one undo step. Each node is {class, name, is_variable, properties, slot_properties, children}. The full spec is validated before anything is touched - every class resolved, every parent checked for whether it can hold the children given to it - so mode=replace never destroys a tree it then fails to rebuild. Use --dry-run to get that validation and the planned widget list on its own. mode=append grafts the spec under --parent-widget-name instead of replacing. Follow up with move_widget, wrap_widget, replace_widget or set_slot_properties for surgical changes.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
rootjsonYesNested spec: {class, name, is_variable, properties, slot_properties, children}
modestringNoreplace rebuilds the whole tree; append grafts under parent_widget_name
parent_widget_namestringNoPanel to graft onto in append mode; empty uses the existing root
indexintNoInsert index under the parent in append mode (-1 = append)
dry_runboolNoValidate the spec and report the planned widgets without touching the asset
example
cfa build_widget_tree --widget-blueprint-path /Game/UI/WBP_Menu --root '{"class":"CanvasPanel","name":"Root","children":[{"class":"VerticalBox","name":"Column","slot_properties":{"LayoutData":{"Anchors":{"Minimum":{"X":0.5,"Y":0.5},"Maximum":{"X":0.5,"Y":0.5}}}},"children":[{"class":"TextBlock","name":"Title","properties":{"Text":"Main Menu"}},{"class":"Button","name":"PlayButton","is_variable":true}]}]}'
cfa build_widget_tree --widget-blueprint-path /Game/UI/WBP_Menu --mode append --parent-widget-name Column --root '{"class":"Button","name":"QuitButton","is_variable":true}'
cfa build_widget_tree --widget-blueprint-path /Game/UI/WBP_Menu --dry-run --root '{"class":"SizeBox","children":[{"class":"TextBlock"},{"class":"Image"}]}'
wrap_widget

Wrap a widget in a new panel

Wraps a widget inside a newly-constructed panel (Border, SizeBox, Overlay, etc.) placed where the widget was; the widget becomes the wrapper's child.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget to wrap
wrapper_classstringYesPanel class to wrap it in
example
cfa wrap_widget --widget-blueprint-path /Game/UI/WBP_Menu --widget-name TitleText --wrapper-class Border
replace_widget

Replace a widget with another class

Replaces a widget with a new widget of another class, carrying its children over when both are panels. The name and references are preserved.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget to replace
new_classstringYesNew widget class
example
cfa replace_widget --widget-blueprint-path /Game/UI/WBP_Menu --widget-name MainBox --new-class HorizontalBox
set_root_widget

Set the tree root widget

Makes a new or existing widget the root of the Widget Blueprint's tree. Provide widget_class to construct a new root, or widget_name to promote an existing widget.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_classstringNoClass to construct as the new root (OR widget_name)
widget_namestringNoExisting widget to make root (OR widget_class)
example
cfa set_root_widget --widget-blueprint-path /Game/UI/WBP_Menu --widget-class CanvasPanel
get_widget_properties

Read a widget's properties

Reads a widget's properties: all of them, filtered by name, or a single dotted/indexed property path (e.g. Brush.TintColor, Tags[0]).

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
property_pathstringNoRead one dotted/indexed path instead of all
filterstringNoLower-case substring filter on names (reading all)
widget_object_pathstringNoOptional object path override
example
cfa get_widget_properties --widget-blueprint-path /Game/UI/WBP_Menu --widget-name TitleText --property-path Text
set_widget_properties

Set a widget's properties (faithful)

Faithfully sets widget properties from a JSON key->value map (scalars, structs, arrays), firing the editor change pipeline so the result is identical to a Details-panel edit.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
propertiesjsonYesJSON object of property name->value
widget_object_pathstringNoOptional object path override
example
cfa set_widget_properties --widget-blueprint-path /Game/UI/WBP_Menu --widget-name TitleText --properties '{"Text":"Score","ColorAndOpacity":{"SpecifiedColor":{"R":1,"G":0,"B":0,"A":1}}}'
get_slot_properties

Read a widget's slot (layout) properties

Reads the panel-slot (layout) properties of a widget, anchors, offsets, padding, alignment, size, depending on the parent panel's slot type.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget whose slot is read
filterstringNoLower-case substring filter on names
example
cfa get_slot_properties --widget-blueprint-path /Game/UI/WBP_Menu --widget-name MainBox
set_slot_properties

Set a widget's slot (layout) properties (faithful)

Faithfully sets the panel-slot (layout) properties of a widget (anchors, offsets, padding, alignment). For CanvasPanel slots the live anchors/offsets are synchronized exactly like the designer.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget whose slot is set
propertiesjsonYesJSON object of slot property name->value
filterstringNoUnused on set (shared param)
example
cfa set_slot_properties --widget-blueprint-path /Game/UI/WBP_Menu --widget-name MainBox --properties '{"Padding":{"Left":10,"Top":5,"Right":10,"Bottom":5}}'
set_widget_is_variable

Toggle a widget's Is Variable flag

Sets whether a widget is exposed as a Blueprint variable (the designer's 'Is Variable' tick) so it can be referenced in graphs and bound to events.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
is_variableboolNoExpose as a Blueprint variable
example
cfa set_widget_is_variable --widget-blueprint-path /Game/UI/WBP_Menu --widget-name TitleText --is-variable true
set_widget_editor_mode

Switch a Widget Blueprint between its Designer and Graph tabs

Switches an open Widget Blueprint editor between its Designer and Graph tabs, the same way the toolbar buttons do. Opens the asset first when it is not already open. Preview mode only exists when the UMG.EnablePreviewMode console variable was set before the asset was opened. Reports the mode the editor actually ended up in, so a mode that is not registered is an error rather than a silent no-op.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
modestringYesdesigner, graph, or preview
open_if_closedboolNoOpen the asset when no editor is open for it
example
cfa set_widget_editor_mode --widget-blueprint-path /Game/UI/WBP_Menu --mode graph
get_widget_class_info

Explain one or many widget classes

Explains what a widget class is for and how to use it: the engine's own description and palette category, the properties it adds over its base class, its bindable events, and for a panel the slot class its children get plus that slot's layout properties (the anchors, padding and alignment you would pass to add_widget's slot_properties). Pass --widget-classes to explain a whole set of candidates in one round trip; a name that resolves to nothing reports close matches for that entry instead of failing the call.

ParameterTypeRequiredDescription
widget_classstringNoWidget class (short/U-name/path/content path)
widget_classesstringlistNoSeveral widget classes at once, each described in full
verbositystringNobrief | standard | full
max_propertiesintNoMax properties per group (0 = all); truncation is reported
example
cfa get_widget_class_info --widget-class HorizontalBox
cfa get_widget_class_info --widget-classes "HorizontalBox,VerticalBox,Overlay,SizeBox"
cfa get_widget_class_info --widget-class CanvasPanel --verbosity full
set_widget_blueprint_parent

Reparent a Widget Blueprint

Reparents a Widget Blueprint onto a new UserWidget base class and recompiles.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
parent_classstringYesNew parent UserWidget class
example
cfa set_widget_blueprint_parent --widget-blueprint-path /Game/UI/WBP_Menu --parent-class /Game/UI/WBP_BaseMenu
list_named_slots

List the Widget Blueprint's named slots

Lists the NamedSlot widgets in the Widget Blueprint's tree and the widget currently placed in each.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringNoUnused (shared param)
example
cfa list_named_slots --widget-blueprint-path /Game/UI/WBP_Menu
get_named_slot_content

Get a named slot's content

Returns the widget currently placed in a NamedSlot (identified by slot_name) in the Widget Blueprint's tree.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringNoUnused (shared param)
slot_namestringYesNamedSlot widget name
content_widget_namestringNoUnused on get (shared param)
content_widget_classstringNoUnused on get (shared param)
example
cfa get_named_slot_content --widget-blueprint-path /Game/UI/WBP_Menu --slot-name ExtraSlot
set_named_slot_content

Place a widget in a named slot

Places an existing widget (content_widget_name) or a newly-constructed widget (content_widget_class) into a NamedSlot (identified by slot_name) in the Widget Blueprint's tree.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringNoUnused (shared param)
slot_namestringYesNamedSlot widget name
content_widget_namestringNoExisting widget to place (OR content_widget_class)
content_widget_classstringNoClass to construct into the slot (OR content_widget_name)
example
cfa set_named_slot_content --widget-blueprint-path /Game/UI/WBP_Menu --slot-name ExtraSlot --content-widget-class TextBlock
clear_named_slot

Clear a named slot

Removes the content from a NamedSlot (identified by slot_name) in the Widget Blueprint's tree.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringNoUnused (shared param)
slot_namestringYesNamedSlot widget name
content_widget_namestringNoUnused on clear (shared param)
content_widget_classstringNoUnused on clear (shared param)
example
cfa clear_named_slot --widget-blueprint-path /Game/UI/WBP_Menu --slot-name ExtraSlot
set_widget_navigation

Set a widget's navigation rule for a direction

Sets the keyboard/gamepad navigation rule for one direction of a widget (Up/Down/Left/Right/Next/Previous). Rules: Escape, Explicit (needs target_widget), Wrap, Stop, Custom, CustomBoundary.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
directionstringYesUp, Down, Left, Right, Next, or Previous
rulestringYesEscape, Explicit, Wrap, Stop, Custom, CustomBoundary
target_widgetstringNoWidget to focus when rule is Explicit
example
cfa set_widget_navigation --widget-blueprint-path /Game/UI/WBP_Menu --widget-name PlayButton --direction Down --rule Explicit --target-widget QuitButton
get_widget_navigation

Get a widget's navigation

Returns all six navigation directions' rule and target for a widget.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
example
cfa get_widget_navigation --widget-blueprint-path /Game/UI/WBP_Menu --widget-name PlayButton
clear_widget_navigation

Reset a widget's navigation

Resets a widget's navigation rules to defaults.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
example
cfa clear_widget_navigation --widget-blueprint-path /Game/UI/WBP_Menu --widget-name PlayButton
add_property_binding

Bind a widget property to a function (legacy)

Adds a legacy property binding: the widget's property reads its value from a Blueprint function each frame (the designer's 'Bind' dropdown).

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget owning the property
property_namestringYesProperty to bind (e.g. Text)
function_namestringYesBlueprint function returning the value
example
cfa add_property_binding --widget-blueprint-path /Game/UI/WBP_HUD --widget-name HealthText --property-name Text --function-name GetHealthText
remove_property_binding

Remove a legacy property binding

Removes a legacy property binding from a widget.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesWidget owning the binding
property_namestringYesProperty whose binding to remove
example
cfa remove_property_binding --widget-blueprint-path /Game/UI/WBP_HUD --widget-name HealthText --property-name Text
list_property_bindings

List legacy property bindings

Lists all legacy property bindings on a Widget Blueprint.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
example
cfa list_property_bindings --widget-blueprint-path /Game/UI/WBP_HUD
list_widget_events

List a widget's event delegates

Lists a widget's BlueprintAssignable multicast event delegates (e.g. OnClicked, OnHovered) that can be bound in the event graph.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
example
cfa list_widget_events --widget-blueprint-path /Game/UI/WBP_Menu --widget-name PlayButton
add_ui_component

Add a UI component to a widget (UE 5.8+)

Adds a UUIComponent of the given class to a widget. UE 5.8 only; returns an error on 5.6/5.7.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
component_classstringYesUUIComponent subclass
example
cfa add_ui_component --widget-blueprint-path /Game/UI/WBP_Menu --widget-name PlayButton --component-class MyUIComponent
remove_ui_component

Remove a UI component from a widget (UE 5.8+)

Removes a UUIComponent of the given class from a widget. UE 5.8 only.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
component_classstringYesUUIComponent subclass to remove
example
cfa remove_ui_component --widget-blueprint-path /Game/UI/WBP_Menu --widget-name PlayButton --component-class MyUIComponent
list_ui_components

List a widget's UI components (UE 5.8+)

Lists the UUIComponent classes attached to a widget. UE 5.8 only.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesTarget widget
example
cfa list_ui_components --widget-blueprint-path /Game/UI/WBP_Menu --widget-name PlayButton
create_widget_animation

Create a UMG animation

Creates a UWidgetAnimation (and its MovieScene) on a Widget Blueprint with the given length.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
namestringYesAnimation name
durationfloatNoLength in seconds
example
cfa create_widget_animation --widget-blueprint-path /Game/UI/WBP_Menu --name FadeIn --duration 0.5
list_widget_animations

List a Widget Blueprint's animations

Lists each animation's name, start/end time, and bound widget names.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
example
cfa list_widget_animations --widget-blueprint-path /Game/UI/WBP_Menu
remove_widget_animation

Remove a UMG animation

Removes a named animation from a Widget Blueprint.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
namestringYesAnimation name
example
cfa remove_widget_animation --widget-blueprint-path /Game/UI/WBP_Menu --name FadeIn
add_animation_widget_binding

Bind a widget to an animation

Adds a MovieScene possessable + FWidgetAnimationBinding so an animation can target a widget.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
animation_namestringYesAnimation that targets the widget
widget_namestringYesWidget to bind
example
cfa add_animation_widget_binding --widget-blueprint-path /Game/UI/WBP_Menu --animation-name FadeIn --widget-name TitleText
remove_animation_widget_binding

Remove a widget binding from an animation

Removes a widget's possessable + binding from an animation.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
animation_namestringYesAnimation name
widget_namestringYesBound widget
example
cfa remove_animation_widget_binding --widget-blueprint-path /Game/UI/WBP_Menu --animation-name FadeIn --widget-name TitleText
add_animation_track

Add a track to an animation

Adds a real MovieScene track (Opacity=RenderOpacity, Transform=RenderTransform, Color=ColorAndOpacity) bound to a widget on an animation. The widget must already be bound via add_animation_widget_binding.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
animation_namestringYesAnimation name
widget_namestringYesBound widget the track animates
track_typestringYesOpacity | Transform | Color
example
cfa add_animation_track --widget-blueprint-path /Game/UI/WBP_Menu --animation-name FadeIn --widget-name TitleText --track-type Opacity
add_animation_key

Add a keyframe to an animation track

Adds a keyframe at a time (seconds) with a value on a track's channel. Transform channels: TranslationX/TranslationY/ScaleX/ScaleY/ShearX/ShearY/Angle; Color: R/G/B/A; Opacity ignores channel.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
animation_namestringYesAnimation name
widget_namestringYesBound widget
track_typestringYesOpacity | Transform | Color
timefloatYesKey time in seconds
valuefloatYesKey value
channelstringNoChannel for Transform/Color tracks
example
cfa add_animation_key --widget-blueprint-path /Game/UI/WBP_Menu --animation-name FadeIn --widget-name TitleText --track-type Opacity --time 0 --value 0
cfa add_animation_key --widget-blueprint-path /Game/UI/WBP_Menu --animation-name FadeIn --widget-name TitleText --track-type Transform --time 1.0 --value 200 --channel TranslationY
list_animation_tracks

List an animation's tracks

Lists each track on an animation: bound widget, track type/property, section range, and per-channel key counts.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
animation_namestringYesAnimation name
example
cfa list_animation_tracks --widget-blueprint-path /Game/UI/WBP_Menu --animation-name FadeIn
add_viewmodel

Add an MVVM viewmodel

Adds a viewmodel context to a Widget Blueprint's MVVM view. Requires the ModelViewViewModel plugin (auto-enabled by this plugin).

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
view_model_classstringYesViewmodel class (short/U-name/path/content path)
namestringNoOptional context name (auto-derived if empty)
example
cfa add_viewmodel --widget-blueprint-path /Game/UI/WBP_Menu --viewmodel-class /Game/UI/VM_Menu --name Menu
remove_viewmodel

Remove an MVVM viewmodel

Removes a viewmodel context by name.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
view_model_namestringYesViewmodel context name
example
cfa remove_viewmodel --widget-blueprint-path /Game/UI/WBP_Menu --viewmodel-name Menu
rename_viewmodel

Rename an MVVM viewmodel

Renames a viewmodel context.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
view_model_namestringYesCurrent context name
new_namestringYesNew context name
example
cfa rename_viewmodel --widget-blueprint-path /Game/UI/WBP_Menu --viewmodel-name Menu --new-name MainMenu
list_viewmodels

List MVVM viewmodels

Lists viewmodel contexts (name/class/id/creation-type).

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
example
cfa list_viewmodels --widget-blueprint-path /Game/UI/WBP_Menu
add_mvvm_binding

Add an MVVM binding

Binds a viewmodel property to a widget property. Auto-inserts a conversion function when types differ (e.g. FString->FText). Modes: OneTimeToDestination, OneWayToDestination (default), TwoWay, OneWayToSource. Execution: Immediate, Delayed, Tick, Auto.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesDestination widget
widget_propertystringYesDestination property
view_model_namestringYesSource viewmodel context
view_model_propertystringYesSource property
binding_modestringNoBinding mode (default OneWayToDestination)
execution_modestringNoImmediate, Delayed, Tick, Auto (default: project default)
conversion_functionstringNoExplicit conversion function (e.g. Conv_IntToText); overrides auto-detection
auto_convertboolNoAuto-insert a conversion when types differ (default true)
enabledboolNoBinding enabled at runtime (default true)
example
cfa add_mvvm_binding --widget-blueprint-path /Game/UI/WBP_Menu --widget-name TitleText --widget-property Text --viewmodel-name Menu --viewmodel-property Title
set_mvvm_binding

Modify an MVVM binding

Modifies an existing binding by id: binding mode, execution mode (Immediate/Delayed/Tick/Auto/Default), conversion function (name or None/Clear), enabled, compile.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
binding_idstringYesBinding id (FGuid string)
binding_modestringNoBinding mode
execution_modestringNoImmediate, Delayed, Tick, Auto, or Default to clear override
conversion_functionstringNoConversion function name, or None/Clear to remove
enabledboolNoEnable/disable the binding
compileboolNoWhether the binding compiles and runs
example
cfa set_mvvm_binding --widget-blueprint-path /Game/UI/WBP_Menu --binding-id <guid> --execution-mode Tick
list_mvvm_conversion_functions

List MVVM conversion functions

Lists valid conversion functions for a source viewmodel property -> destination widget property type pair, and whether the types are directly compatible.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
widget_namestringYesDestination widget
widget_propertystringYesDestination property
view_model_namestringYesSource viewmodel context
view_model_propertystringYesSource property
example
cfa list_mvvm_conversion_functions --widget-blueprint-path /Game/UI/WBP_Menu --widget-name TitleText --widget-property Text --viewmodel-name Menu --viewmodel-property Score
set_viewmodel_settings

Set viewmodel settings

Sets viewmodel context settings: creation type (Manual/CreateInstance/GlobalViewModelCollection/PropertyPath/Resolver/Context), public getter/setter, optional, expose-in-editor, global identifier/property path.

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
view_model_namestringYesViewmodel context name
creation_typestringNoManual, CreateInstance, GlobalViewModelCollection, PropertyPath, Resolver, Context
global_view_model_identifierstringNoGlobal identifier (GlobalViewModelCollection)
view_model_property_pathstringNoProperty path (PropertyPath creation type)
create_public_setterboolNoGenerate a public setter
create_public_getterboolNoGenerate a public getter
optionalboolNoDo not warn if instance missing
expose_instance_in_editorboolNoExpose instance per-widget for editing
global_collection_updateboolNoAuto-update from global collection
example
cfa set_viewmodel_settings --widget-blueprint-path /Game/UI/WBP_Menu --viewmodel-name Player --creation-type CreateInstance --create-public-getter true
set_variable_field_notify

Set variable Field Notify

Enables/disables Field Notify on a Blueprint member variable. Required for a viewmodel property to broadcast changes and drive reactive MVVM bindings.

ParameterTypeRequiredDescription
blueprint_pathstringYesBlueprint owning the variable
variable_namestringYesMember variable name
enabledboolNoEnable (true) or disable (false) Field Notify
example
cfa set_variable_field_notify --blueprint-path /Game/UI/VM_Player --variable-name Health --enabled true
remove_mvvm_binding

Remove an MVVM binding

Removes an MVVM binding by its id (FGuid).

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
binding_idstringYesBinding id (FGuid string)
example
cfa remove_mvvm_binding --widget-blueprint-path /Game/UI/WBP_Menu --binding-id <guid>
list_mvvm_bindings

List MVVM bindings

Lists MVVM bindings (id/source/destination/mode).

ParameterTypeRequiredDescription
widget_blueprint_pathstringYesWidget Blueprint path
example
cfa list_mvvm_bindings --widget-blueprint-path /Game/UI/WBP_Menu