Every value in the chat output is click-to-copy, ready to paste into the minecraft:profile component on a player head.
Valid for Minecraft 26.1.2. Needs permission level 2 (gamemasters): run it as an operator, from the server console or from a command block.
/fetchprofile asks Mojang's account servers for a player's game profile and prints it in chat: the exact name, the account UUID and the signed skin textures. Nothing in the world changes; it is a pure lookup that puts copy-ready profile data one click away.
Minecraft added /fetchprofile to Java Edition in 26.1. A game profile is the account record behind every player: the current name, the permanent UUID and a signed textures property that tells the game which skin and cape to render. Until this command existed, getting that data meant third-party websites or digging through server logs; now one chat command prints it all, and every value in the output is click-to-copy.
The command has three forms. The name and id branches resolve the profile online through Mojang's servers, so they work for any account that exists, whether or not that player has ever joined your world. The entity branch instead reads the profile of one entity that is already in the world, which makes @s the quickest way to fetch your own data. Lookups run in the background, so the result can take a moment to appear.
/fetchprofile requires permission level 2 (the gamemasters level): operators, the server console and command blocks can run it, and in singleplayer the world needs cheats enabled.
The full command tree is three branches, each taking a single argument. This is the complete syntax as defined by the game:
Because the name argument is greedy, nothing can follow it; the entire rest of the line is treated as the player name. The entity argument accepts exactly one target, so @a and @e are only valid with limit=1.
Copy any of these straight into chat (as an operator) or into a command block:
/fetchprofile name NotchLooks up the account named Notch and prints its exact name, UUID and skin textures in chat.
/fetchprofile name jeb_Names are taken exactly as written after the name keyword, underscores included.
/fetchprofile id 069a79f4-44e9-4726-a5be-fca90e38aaf5Looks the same account up by UUID instead, which is useful after a player has renamed.
/fetchprofile entity @sFetches your own profile, the fastest way to copy your own UUID and textures.
/fetchprofile entity @rFetches the profile of one random online player.
The main reason mapmakers reach for /fetchprofile is
player heads. A head stores its owner in the minecraft:profile item component, which accepts a name, an id and a properties list. The simplest form only names the player:
/give @s minecraft:player_head[minecraft:profile={name:"Notch"}]A name-only head makes the game resolve the skin itself when the head loads, which needs a working connection to Mojang's servers and silently changes if the account ever renames or swaps skins. For adventure maps that should look the same forever, fetch the profile first, click the id and textures values in the chat output to copy them, and bake them into the component:
/give @s minecraft:player_head[minecraft:profile={id:<uuid from fetchprofile>,properties:[{name:"textures",value:"<value from fetchprofile>"}]}]Replace the two placeholders with the copied values. A head built this way renders instantly, works on offline-mode servers and keeps the exact skin it was created with. The same trick applies anywhere the profile component appears, including heads placed by /setblock and items created with /item or loot tables.
The /fetchprofile command, added in Java Edition 26.1, asks Mojang's account servers for a player's game profile and prints the result in chat: the exact player name, the account UUID and the signed textures property that stores the skin and cape. It is a pure lookup; it does not change anything in the world.
Run /fetchprofile name followed by the player name, for example /fetchprofile name Notch. The chat output includes the account's UUID, and clicking the value copies it. The player does not need to be online, and you can run the lookup from any operator account or the server console.
Yes, in two of its three forms. The name and id branches query Mojang's servers directly, so they resolve any existing account whether or not that player has ever joined your world. Only the entity branch needs the target present, because it reads the profile from a live entity in the world.
Permission level 2, the gamemasters level. Operators, the server console and command blocks can run it; regular survival players cannot. In singleplayer you need cheats enabled for the world.
Player heads store their owner in the minecraft:profile item component. Run /fetchprofile for the player, click the resolved values in chat to copy them, and paste them into that component, for example /give @s minecraft:player_head[minecraft:profile={name:"Notch"}]. Baking the fetched UUID and textures into the component keeps the head's skin fixed even if the account later renames or changes skins.
The usual causes are a name that does not belong to any Mojang account, a mistyped UUID, or the server being unable to reach Mojang's servers. Lookups run in the background, so the result can also take a moment to appear in chat. If many lookups in a row hit a rate limit, wait briefly and try again.
Turn the fetched profile into items, or browse more Minecraft tools: