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Getting Started

  • Introduction
  • Quick Start
  • Requirements
  • Installing the CLI
  • License & Machines

Guides

  • Installing the Plugin
  • The AI Skill
  • CLI vs MCP
  • Multiple Editors
  • How It Works
  • Discovering Commands

Walkthroughs

  • Build a Blueprint with AI
  • Author a Material Graph
  • Create a Niagara System
  • Rig a Character with AI
  • Build an Animation Blueprint
  • Build Sound with AI
  • Build a Modular Character
  • Grow a Tree with AI

Reference

  • Reference
  • Audio
  • Mutable
  • Control Rig
  • Niagara
  • PCG
  • Procedural Vegetation
  • Materials
  • Behavior Trees
  • Environment Queries
  • StateTree
  • Sequencer
  • Level Actors
  • Project Settings
  • Blueprints
  • Blueprint Structs
  • Enhanced Input
  • Asset Management
  • Bulk Asset Ops
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  • Data Tables
  • Curves
  • Animation
  • Console Commands
  • Profiling
  • Core
  • Debug

Help

  • FAQ
  • Troubleshooting
  • For AI Agents
  • Fix: Plugin failed to load, module could not be loaded (GetLastError 126)
  • Fix: bridge unreachable, editor not responding
  • Fix: cfa targeted the wrong Unreal editor
  • Fix: the CodeFizz panel does not show Active
  • Fix: plugin version mismatch after an update
DocsHelpFix: plugin version mismatch after an update

Fix: plugin version mismatch after an update

A command behaves oddly, reports an unknown flag, or a command is missing after updating. Check cfa plugin status and cfa --version, then bring the CLI and every engine install to the same build with cfa self-update and cfa update-all.

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PreviousFix: the CodeFizz panel does not show Active
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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CodeFizz Editor Agent is a CodeFizz product. Payments processed by Polar Software, Inc. (Polar), the Merchant of Record.

A command behaves oddly after an update, reports an unknown flag, or a command you know exists is missing. Usually the CLI and the installed plugin are on different builds, or one engine still has an older plugin than the others.

Check what is installed where

This lists every engine and project install with its version, and flags any that are behind:

See what is installed where and whether it is current:

bash
cfa plugin status

Check the CLI version too:

bash
cfa --version

Bring everything to the same build

Close the Unreal Editor first. The plugin file is locked while it runs, and an update that cannot write leaves the old build in place.

Update the CLI itself:

bash
cfa self-update

Update the plugin everywhere it is installed:

bash
cfa update-all

Or reinstall the newest build for one engine:

bash
cfa install-plugin "E:/Unreal/UE_5.8"

Per engine, not per machine

The plugin is installed per engine or per project, so UE 5.6, 5.7 and 5.8 each carry their own copy. Updating one leaves the others where they were, which is why cfa update-all exists. If you only ever see the problem in one project, check that project's engine specifically.

Note
After updating, reopen the project and confirm the panel reports the new version. If it still shows the old one, the editor was open during the update.
Tip
Installing and rolling back is covered in Installing the Plugin. See also all fixes.