# CodeFizz Editor Agent > CodeFizz Editor Agent is an AI assistant for Unreal Engine 5: an editor automation tool that lets AI assistants and AI agents (Claude Code, Cursor, VS Code, Gemini, and any MCP client) build directly inside the editor. It pairs a closed-source paid plugin (UE 5.6, 5.7 and 5.8, Windows 64-bit) with a free `cfa` command line tool (installed with one PowerShell command, or from npm), and exposes over 600 commands across 21 categories. Everything runs through the CLI: you sign in with `cfa login` and install the plugin with `cfa install-plugin`. A free 3-day trial is available from your account at https://codefizz.dev/account (no credit card required), and a separate free, open-source community edition (Unreal MCP) covers the basics. CodeFizz Editor Agent runs a C++ plugin inside the Unreal Editor that opens a local bridge. The `cfa` CLI (or an MCP client) sends commands to that bridge, so an AI can create and edit Blueprints, Materials, Niagara systems, PCG graphs, StateTrees, data tables, actors, Enhanced Input, and run Unreal Insights profiling. The CLI is the recommended interface because it is direct, fast, and token efficient for AI agents. ## Product facts - Name: CodeFizz Editor Agent (a CodeFizz product). - Supported engines: Unreal Engine 5.6, 5.7 and 5.8. - Platform: Windows 64-bit (Win64). Linux and macOS are on the roadmap. - Command surface: over 600 commands across 21 categories. - Distribution: free `cfa` CLI two ways, a one-line PowerShell installer (recommended, no Node) or the npm package `codefizz-editor-agent`; the plugin binaries are installed by the CLI (`cfa install-plugin`) for your active subscription. - Interfaces: CLI (recommended) and MCP server (same `cfa` binary, stdio). ## Editions - Free 3-day trial: start it from your account at https://codefizz.dev/account, no credit card required. It unlocks the full Pro plugin (UE 5.6, 5.7 and 5.8) on one machine for three days. When the trial ends, the plugin and CLI pause until you subscribe; if you upgrade, the same account is promoted in place to a paid plan with five machine seats (no new key to paste). - Free community edition (Unreal MCP): open source, core bridge plus a basic command set. Good for trying the workflow at no cost, forever. Linked in the site footer. - Pro edition (paid): the fully maintained build with the complete toolset (Niagara, PCG, StateTree, Insights, and more), regular updates, private Discord access, and support. ## Install - Install the CLI (recommended): in PowerShell run `irm https://codefizz.dev/install.ps1 | iex` to install the self-contained `cfa` binary (no Node, no npm, no Python). From classic cmd.exe: `powershell -c "irm https://codefizz.dev/install.ps1 | iex"`. Alternative: `npm install -g codefizz-editor-agent` (requires Node.js 18+). Update later with `cfa self-update`. Everything else happens through the `cfa` binary. - Sign in (recommended, browser account login): create or open https://codefizz.dev/account (Google, GitHub, Discord, or email and password). Start a free trial or subscribe if needed. Then run `cfa login` in a terminal. It opens your browser so you approve this machine with that same account. The editor plugin reads the same on-disk sign-in, so there is no key paste inside Unreal. Offline grace still applies. A legacy license key still exists under a collapsed "Legacy license key" section on the account page for older cfa builds and recovery (`cfa login --key CFA-...`); new setups should use browser login only. - Install the plugin: run `cfa install-plugin ` pointing at your engine root (for example `cfa install-plugin "E:/Unreal/UE_5.8"`, installs into the engine's Plugins for every project) or a project folder (for example `cfa install-plugin "C:/MyGame"`, installs into that project's Plugins). It auto-detects engine vs project and walks up if you point inside one. `cfa install-plugin --list` lists the engines detected on the machine. The CLI downloads the build matching that engine for your subscription and verifies the checksum. - Versions: `cfa plugin versions` lists every available build per engine, and `cfa plugin status` shows what is installed where and whether it is current (neither needs a path). `cfa install-plugin --version 1.2.0` installs or rolls back to a specific build; with no `--version` it installs the newest, so re-running updates. An already-current install is skipped. - Update everything: `cfa update-all` updates every recorded install (every engine and project) to the newest build in one command; `cfa update-all --version 1.2.0` rolls the whole fleet back or pins it, `--dry-run` previews, and `--prune` drops records whose engine or project is gone. - Remove: `cfa uninstall-plugin ` removes the plugin from that engine or project (deletes the plugin folder and clears the local install record). It is a local-only operation, no login required, and leaves other installs and cached downloads untouched. - The editor is already licensed: open your project, enable the plugin if prompted, and the in-editor CodeFizz panel shows Active (read-only status plus a Refresh button), nothing to paste. - Verify: with the Unreal Editor open and your project loaded, run `cfa health_check`. The result reports which editor it reached (project name, full .uproject path, engine version, process id, and port) so you can confirm you are driving the right one. ## AI skill (recommended) The CLI bundles an Agent Skill that teaches your AI assistant how to use cfa (command discovery, the toolset model, workflows, and gotchas) so it does not guess commands. Install it with `cfa skill install`, which auto-detects installed tools (Claude Code, Cursor, Gemini, Copilot, Windsurf, and more) and installs globally to each tool's skills folder. Scope options: `cfa skill install claude` (one tool), `cfa skill install cursor gemini` (several), `cfa skill install all --force` (every supported tool), `cfa skill install claude --scope project` (this project only, shareable via version control), `cfa skill install --dir PATH` (a custom folder), `cfa skill install --dry-run` (preview). After installing, restart your AI tool; the skill (codefizz-editor-agent) is then discovered automatically. Re-run `cfa skill install` after updating the CLI (`cfa self-update`) to refresh it. ## Usage - Prefer the CLI. Pattern: `cfa [--flag value]`. Discover commands with `cfa commands` and read one with `cfa describe `. - MCP clients: register the server with `cfa install `, supported clients are claude, cursor, vscode, windsurf, gemini, jetbrains, zed, amazonq, and codex (or `all`). Use `--scope project` for a project-local config. Or add an MCP server by hand with command `cfa` and args `["mcp"]`. - Examples: `cfa find_assets --class_type material --path /Game`, `cfa create_blueprint --name BP_Spawner --path /Game/BP --parent-class Actor`, `cfa create_event_dispatcher --blueprint-path /Game/BP/BP_Spawner --name OnSpawned`. ## Working with multiple editors Every `cfa` command targets exactly one running editor. With several editors open, the CLI routes by an explicit selection and refuses to guess, so it never edits the wrong project. - `cfa list_editors`: list every running editor with its project name, .uproject path, engine version, process id, and port. - `cfa connect `: pick one editor for the commands that follow. The choice is saved on disk so it survives across separate terminals (helpful for AI agents that run each command in a fresh shell). Connect by name (for example `cfa connect jiggi`) or by `--port`. - `cfa disconnect`: clear the selection. - `cfa status` (connection_status): show running editors, the current selection, and which editor a command would hit right now, or why it would refuse. - If the choice is ambiguous, the command returns an error listing the running editors instead of acting. With a single editor open, or when the terminal is inside the project folder, routing is automatic. - Concurrent agents: set the `CFA_SESSION` environment variable to a per-agent name (for example `CFA_SESSION=agentA`) so two agents driving two editors keep separate selections and never collide. ## License and activation - Sign in once from the CLI with browser account login: `cfa login` opens codefizz.dev, you approve with Google / GitHub / Discord / email, and this machine is activated. The editor plugin reads the same on-disk sign-in (read-only panel: status plus Refresh). Check status with `cfa whoami`. - Legacy (optional): `cfa login --key CFA-XXXX-...` still works for older cfa builds or when the browser path is blocked. The account page hides the key behind a collapsed "Legacy license key" control so normal users prefer browser login. - A paid license works on up to 5 of your own machines. Manage seats from the CLI: `cfa logout` frees this machine, and `cfa deactivate-all` frees every machine at once. Signing in again on the same machine never uses a second seat. If a license was shared publicly, regenerate the legacy key on the account page or email contact@codefizz.dev, then run `cfa login` again on each machine. - After cancellation the plugin you already have keeps running; you stop receiving new updates. A key found shared publicly may be revoked. - Privacy: activation and occasional re-check contact the validation server with license metadata only. No project files are sent. ## Pricing - This is a one-developer project. A subscription funds continued development: new features, fixes, and whatever the roadmap votes up next. It is support for ongoing work as much as it is access. - Pro: 19.99 USD per month. The full plugin, all updates while subscribed, Pro Discord access, priority bug reports, monthly dev log. - Patron: 35.99 USD per month. Everything in Pro plus roadmap voting (5x weighted), a private 90-day roadmap board, priority DM support, direct input on new API design, and a locked price while subscribed. - Billing is handled by Polar (Merchant of Record). Manage or cancel your subscription from your account at https://codefizz.dev/account (the Manage billing button opens the Polar billing portal). After cancellation the plugin you already have keeps running; you stop receiving new updates and lose subscriber perks like Discord roles and roadmap voting. ## Tool categories (19) Niagara, PCG, Materials, StateTree, Level Actors, Project Settings, Blueprints, Blueprint Structs, Enhanced Input, Asset Management, Bulk Asset Ops, Data Assets, Object Properties, UMG Widgets, Data Tables, Console Commands, Profiling, Core, Debug. The full searchable command list is on the Tools page. ## Pages - [Home](https://codefizz.dev/): product overview, features, pricing, and FAQ. - [Install and usage docs](https://codefizz.dev/docs): step by step install via the cfa CLI (install the CLI, sign in with cfa login, install the plugin with cfa install-plugin, version management and rollback), CLI vs MCP, common commands, and FAQ. - [Tools](https://codefizz.dev/tools): the full list of over 600 commands across 21 categories, searchable. - [Demo](https://codefizz.dev/demo): embedded videos of the agent driving the Unreal editor by prompt, with a short note on what each run does. - [Roadmap](https://codefizz.dev/roadmap): planned features and what is shipping next. - [Changelog](https://codefizz.dev/changelog): release notes for the plugin and the cfa CLI, with what was added, changed, and fixed in every version. - [Refund Policy](https://codefizz.dev/refunds): subscription and refund terms. - [Privacy Policy](https://codefizz.dev/privacy): data handling. - [Terms of Service](https://codefizz.dev/terms): license and usage terms. ## Demos (videos) Watch the agent build live on the Demo page (https://codefizz.dev/demo) or on YouTube (https://youtube.com/@codefizz). - A full solar system in Unreal Engine, built with Niagara by prompting (https://youtu.be/8yIMDl0NZwM): a full solar system built inside Unreal Engine with Niagara, without wiring a single node by hand. One prompt authors the whole Niagara system: the planets, their orbits, the sun, and the asteroids, all driven by user parameters. The agent builds the custom materials for each planet and the sun, and when it hits an error it asks Unreal what went wrong and fixes it itself. It places the effect in the world, takes screenshots, and checks its own work, then exposes everything as user parameters: asteroid belt radius and count, orbit tint colors, planet colors and sizes, sun glow intensity, and system scale, all updating live and drivable from gameplay. - A fully procedural forest in Unreal Engine 5 with PCG, built by prompting (https://youtu.be/dSJUI3CMOds): a fully procedural forest built in UE5 using PCG, just by prompting. One prompt and the agent builds the whole PCG graph, finds the static meshes from a marketplace asset pack by their names, and decides where to place the rocks, trees, and foliage across the landscape. Drop the graph into the level and scale the PCG bounds to cover the whole landscape, then refine with another prompt (reduce the rocks, spawn grass around them) and it rebuilds the graph for a far cleaner scene. - A full Unreal Engine 5 UI with zero images, only materials and AI (https://youtu.be/aSbcVre5rzk): a complete UE5 menu UI built just by prompting, with one rule, no images at all. Every button, panel, text and the background is made from materials only, no textures or PNGs. It builds the background material, adds the Common Button and Common Text setup from the command line, pushes the background from a fractal fluid look into a real fluid simulation with an abstract shifting, color-changing shape, then walks through the materials, the per-state button material instances, the panels, the styles, and how it wires into the main menu. - Build Unreal Engine materials by typing a prompt (https://youtu.be/O_prPSpTO_c): Unreal materials and shaders built by typing, across three runs. Generate an iridescent holographic material from one prompt using custom HLSL, recreate the same look using only raw Unreal nodes with no HLSL, then catch a visual bug, send the agent a screenshot, and let it research and fix the material on its own. ## FAQ highlights - Which engines: UE 5.6, 5.7 and 5.8, Win64. - Free trial: yes, a 3-day trial from your account at https://codefizz.dev/account, no credit card. One machine, full Pro toolset; upgrade keeps the same account with five paid seats (run `cfa login` if needed, no new key paste for normal setups). - Free version: yes, the open-source community edition (Unreal MCP); Pro is the maintained full build. - MCP clients: any MCP-compatible client (Claude Code, Cursor, VS Code, Gemini). - Account sign-in methods: Google, GitHub, Discord, or email and password, all reach the same account, and providers can be linked together. - How to activate a machine: install cfa, run `cfa login` (browser + CodeFizz account). Preferred path for all new users. Legacy key paste is optional only (`cfa login --key`), and the key UI on the account page is collapsed by default. - License after cancellation: the plugin you have keeps running; you stop getting new updates. A key found shared publicly may be revoked. - Multiple editors: each command targets one editor; use `cfa list_editors` then `cfa connect ` to choose, or it refuses and lists the choices when ambiguous. - Supporting development: this is a one-developer project, and a subscription funds ongoing work (new features and fixes) as much as it grants access. - Refunds: no refunds on subscriptions (downloadable software); cancel anytime and keep your working plugin after the paid period. ## Troubleshooting highlights - Plugin fails to load (GetLastError 126): if the editor stops at startup with "Plugin 'CodeFizzEditorAgent' failed to load because module 'CodeFizzEditorAgent' could not be loaded" and the log reports GetLastError=126 with a missing UnrealEditor-WorldStreamingInsights.dll (even though that file exists), update the plugin to 1.2.44 or newer. This was a packaging bug in older builds, mainly on UE 5.8 opened with the launcher-installed engine, not a problem with the user's engine, Visual Studio, redistributables, or BuildId. Fix: close the editor, run `cfa update-all` (or `cfa install-plugin "C:/Program Files/Epic Games/UE_5.8"`), then reopen the project. - Bridge unreachable: the editor is not open or the plugin is not enabled. Open the project in Unreal and run `cfa health_check`. - Wrong editor targeted: more than one editor is open. Run `cfa list_editors`, then `cfa connect `. - Plugin shows inactive: sign in on the machine with `cfa login`, press Refresh in the CodeFizz panel, and check with `cfa whoami`. - Version mismatch or odd behavior after an update: run `cfa plugin status`, then `cfa update-all` to move every install to the newest build. - Full guide: https://codefizz.dev/docs/troubleshooting ## Links - Buy the plugin (Polar): https://buy.polar.sh/polar_cl_w7Gi8g9FLUXqNwJvH3xKt74A8y7joYpXNkpGD0KwujH - Your account (trial, billing, devices; legacy key collapsed): https://codefizz.dev/account - Free open-source edition (Unreal MCP): https://github.com/aadeshrao123/Unreal-MCP - Discord community: https://discord.gg/F92DeSbmaU - npm package: https://www.npmjs.com/package/codefizz-editor-agent - YouTube channel: https://youtube.com/@codefizz - Demo: full solar system with Niagara: https://youtu.be/8yIMDl0NZwM - Demo: procedural forest with PCG: https://youtu.be/dSJUI3CMOds - Demo: full UI from materials only: https://youtu.be/aSbcVre5rzk - Demo: build materials by typing a prompt: https://youtu.be/O_prPSpTO_c ## Full text - [llms-full.txt](https://codefizz.dev/llms-full.txt): the complete site content, including every FAQ answer and the full feature breakdown. ## Documentation pages - [Introduction](https://codefizz.dev/docs): What CodeFizz Editor Agent is: a paid Unreal Engine 5 editor plugin plus a free cfa CLI that lets AI assistants build directly inside the editor. - [Quick Start](https://codefizz.dev/docs/quick-start): Install the cfa CLI, sign in, install the plugin, teach your AI, and verify the editor connection in five commands. - [Requirements](https://codefizz.dev/docs/requirements): Supported Unreal Engine versions, operating system, CLI runtime, and AI tool requirements for CodeFizz Editor Agent. - [Installing the CLI](https://codefizz.dev/docs/installation): Install the free cfa command line tool with one PowerShell command or from npm, and keep it updated with cfa self-update. - [License & Machines](https://codefizz.dev/docs/license): Activate a machine with cfa login (browser account sign-in), check status with cfa whoami, and move seats between machines. License keys stay collapsed as a legacy option only. - [Installing the Plugin](https://codefizz.dev/docs/guides/plugin): Install, check, update, roll back, and remove the Unreal plugin per engine or project with cfa install-plugin and update-all. - [The AI Skill](https://codefizz.dev/docs/guides/ai-skill): Install the bundled Agent Skill that teaches your AI assistant how to drive Unreal through cfa, with scope options. - [CLI vs MCP](https://codefizz.dev/docs/guides/cli-vs-mcp): Both talk to the same plugin. Use the CLI (direct, fast, token efficient); use the MCP server only when your AI cannot run shell commands. - [Multiple Editors](https://codefizz.dev/docs/guides/editors): Every command targets one editor. Use cfa list_editors, connect, status, and CFA_SESSION to control which editor you drive. - [How It Works](https://codefizz.dev/docs/guides/how-it-works): The plugin runs a small local bridge inside the editor. The cfa CLI and MCP server connect over a local port; nothing leaves your machine except the license check. - [Discovering Commands](https://codefizz.dev/docs/guides/commands): Every command follows cfa [--flag value]. Discover them with cfa commands and cfa describe, and understand the toolset model. - [FAQ](https://codefizz.dev/docs/faq): Frequently asked questions about installing, licensing with browser login, updating, and using CodeFizz Editor Agent. - [Troubleshooting](https://codefizz.dev/docs/troubleshooting): Fixes for common issues: the plugin failing to load on Unreal 5.8 (GetLastError 126, module could not be loaded), bridge unreachable, wrong editor targeted, license or activation problems, and plugin version mismatches. - [For AI Agents](https://codefizz.dev/docs/for-ai): Machine-readable summaries of this product and its install steps for AI assistants: llms.txt and llms-full.txt. - [Build a Blueprint with AI](https://codefizz.dev/docs/walkthroughs/blueprint): A guided example that creates a Blueprint, adds a variable and a function, wires an event graph, and compiles it, all through cfa commands. - [Author a Material Graph](https://codefizz.dev/docs/walkthroughs/material): A guided example: create a Material and build its node graph in one atomic call, then apply it to an actor. - [Create a Niagara System](https://codefizz.dev/docs/walkthroughs/niagara): A guided example: create a Niagara system, add an emitter and modules, set inputs, and compile a working effect. - [Reference](https://codefizz.dev/docs/reference): Every CodeFizz Editor Agent command, organized by category. Search or open a category to see each command with its parameters and an example. - [Niagara](https://codefizz.dev/docs/reference/niagara): Every Niagara command in CodeFizz Editor Agent, with parameters and examples. - [PCG](https://codefizz.dev/docs/reference/pcg): Every PCG command in CodeFizz Editor Agent, with parameters and examples. - [Materials](https://codefizz.dev/docs/reference/materials): Every Materials command in CodeFizz Editor Agent, with parameters and examples. - [StateTree](https://codefizz.dev/docs/reference/statetree): Every StateTree command in CodeFizz Editor Agent, with parameters and examples. - [Sequencer](https://codefizz.dev/docs/reference/sequencer): Every Sequencer command in CodeFizz Editor Agent, with parameters and examples. - [Level Actors](https://codefizz.dev/docs/reference/editor): Every Level Actors command in CodeFizz Editor Agent, with parameters and examples. - [Project Settings](https://codefizz.dev/docs/reference/projectsettings): Every Project Settings command in CodeFizz Editor Agent, with parameters and examples. - [Blueprints](https://codefizz.dev/docs/reference/blueprints): Every Blueprints command in CodeFizz Editor Agent, with parameters and examples. - [Blueprint Structs](https://codefizz.dev/docs/reference/structs): Every Blueprint Structs command in CodeFizz Editor Agent, with parameters and examples. - [Enhanced Input](https://codefizz.dev/docs/reference/input): Every Enhanced Input command in CodeFizz Editor Agent, with parameters and examples. - [Asset Management](https://codefizz.dev/docs/reference/assets): Every Asset Management command in CodeFizz Editor Agent, with parameters and examples. - [Bulk Asset Ops](https://codefizz.dev/docs/reference/asset_ops): Every Bulk Asset Ops command in CodeFizz Editor Agent, with parameters and examples. - [Data Assets](https://codefizz.dev/docs/reference/dataassets): Every Data Assets command in CodeFizz Editor Agent, with parameters and examples. - [Object Properties](https://codefizz.dev/docs/reference/objects): Every Object Properties command in CodeFizz Editor Agent, with parameters and examples. - [UMG Widgets](https://codefizz.dev/docs/reference/widgets): Every UMG Widgets command in CodeFizz Editor Agent, with parameters and examples. - [Data Tables](https://codefizz.dev/docs/reference/datatables): Every Data Tables command in CodeFizz Editor Agent, with parameters and examples. - [Curves](https://codefizz.dev/docs/reference/curves): Every Curves command in CodeFizz Editor Agent, with parameters and examples. - [Console Commands](https://codefizz.dev/docs/reference/console): Every Console Commands command in CodeFizz Editor Agent, with parameters and examples. - [Profiling](https://codefizz.dev/docs/reference/profiling): Every Profiling command in CodeFizz Editor Agent, with parameters and examples. - [Core](https://codefizz.dev/docs/reference/core): Every Core command in CodeFizz Editor Agent, with parameters and examples. - [Debug](https://codefizz.dev/docs/reference/debug): Every Debug command in CodeFizz Editor Agent, with parameters and examples.