I have been building CodeFizz Editor Agent, a plugin that lets an AI assistant work directly inside the Unreal Editor. It is not a chat window that writes code for you to paste in. The agent calls real editor commands, so it creates the asset in your project, and it can read back what happened and correct itself when something does not compile.
It works with Claude Code, Cursor, VS Code, Gemini, and any MCP client.
I have been building CodeFizz Editor Agent, a plugin that lets an AI assistant work directly inside the Unreal Editor. It is not a chat window that writes code for you to paste in. The agent calls real editor commands, so it creates the asset in your project, and it can read back what happened and correct itself when something does not compile.
It works with Claude Code, Cursor, VS Code, Gemini, and any MCP client.
What it can reach
Right now it is 900+ commands across 28 categories, all editor side. Some of what is in there:
- Niagara: systems, emitters, modules, renderers, scratch pad HLSL, user parameters
- Control Rig: bone and control hierarchies, RigVM solve graphs, physics, module rigs
- PCG: graphs, nodes, edges, runtime generation, subgraphs
- Procedural Vegetation: grow trees and plants from a node graph, then export them to mesh assets (5.8)
- Mutable: customizable objects, modular character graphs, swappable garments, runtime instances (5.8)
- Sequencer: sequences, bindings, tracks, keyframes, cameras, and rendering out through the Movie Render Queue
- Materials: graphs, material functions, instances, layers, parameter collections, Custom HLSL
- Audio: MetaSounds, Sound Cues, submixes, effect chains
- AI: Behavior Trees, Blackboards, and EQS environment queries, including runtime inspection during play
- Blueprints: variables, functions, event graphs, components, graph nodes, class defaults, compile
- UMG: the full widget tree, slots, bindings, animations, MVVM viewmodels
- StateTree, Enhanced Input, Level Actors, Curves, Data Tables, Project Settings, and Insights profiling
That is not the whole list and I can’t paste 900 lines here. The full catalog is searchable at Tools | CodeFizz Editor Agent
How it works
Everything runs through a free command line tool called cfa. The same binary is also an MCP server, so your AI tool can talk to it either way.
irm https://codefizz.dev/install.ps1 | iex
cfa login
cfa install-plugin "E:/Unreal/UE_5.8"
cfa skill install
cfa health_check
The cfa skill install step is the one that matters more than people expect. It installs a reference that teaches the AI how the commands actually behave, the conventions to follow, and the traps to avoid. Without it the model guesses at parameters. With it, it looks things up first and gets it right far more often.
The plugin is under 4 MB and runs entirely on the editor side. Nothing ships in your packaged game.
Versions
UE 5.6, 5.7 and 5.8, Windows 64 bit. Every release is built and tested against all three before it goes out.
Worth saying plainly since people ask: Epic ships its own MCP server in 5.8 now, marked Experimental. If you are on 5.8 and only need the basics, try that first. This covers 5.6 and 5.7 as well, and goes considerably deeper into the subsystems listed above.
Where to look
- Site: https://codefizz.dev
- Full command list: Tools | CodeFizz Editor Agent
- Docs: Introduction | CodeFizz Editor Agent Docs
- Changelog: Changelog | CodeFizz Editor Agent
- Plans and trial: Pricing | CodeFizz Editor Agent
- Discord: CodeFizz
I will drop some clips of actual runs in the replies below rather than stacking them all in the first post.
Happy to answer anything here. If there is a part of the editor you want reachable that is not in the list yet, say so and I will look at it. Most of what exists now came from exactly that kind of request.
