zajalist

51 mods across 1 repository, 13 stars between them.

hayba-debug-level

01

zajalist/hayba

Skill Claude CodeCodex

Use when an Unreal level has placement, streaming, physics, or performance symptoms that need a measured diagnosis and verified fix.

not rated 13 changed 13d ago A 29 tokens original MIT

hayba-new-scene

02

zajalist/hayba

Skill Claude CodeCodex

Use when creating a new Unreal scene from a brief, including spatial structure, asset choices, a first playable area, and observed validation.

not rated 13 changed 13d ago A 33 tokens original MIT

hayba-pcg-build

03

zajalist/hayba

Skill Claude CodeCodex

Use when planning, building, or reviewing PCG/PCGEx content in Unreal; choose the production method, ground PCGEx choices in documentation and live editor facts, then verify the cooked result.

not rated 13 changed 13d ago A 47 tokens original MIT

hayba-refine-scene

04

zajalist/hayba

Skill Claude CodeCodex

Use when improving the composition or look of an existing Unreal scene through focused edits and observed before-and-after evidence.

not rated 13 changed 13d ago A 29 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when authoring or repairing an Unreal Behavior Tree branch and checking its blackboard contract, execution order, and observed AI behavior.

not rated 13 3d ago A 34 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when reviewing or changing an Animation Blueprint state machine and checking transitions and compilation in Unreal.

not rated 13 3d ago A 25 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when bringing a supported external asset into Unreal and proving its source, import result, dependencies, quality, and save state.

not rated 13 3d ago A 33 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when selecting and tuning ambient audio for an Unreal area, with active-sound and level-meter evidence in PIE.

not rated 13 3d ago A 31 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when a playable camera feels too close, slow, occluded, or unstable and a repeatable input path can test a focused adjustment.

not rated 13 3d ago A 35 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when creating or refining a short Unreal Sequencer shot with actor binding, camera cuts, timing, and sequence validation.

not rated 13 3d ago A 30 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when blocking out one combat encounter around cover, enemy positions, sightlines, player route, and a measurable runtime budget.

not rated 13 3d ago A 33 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when moving or renaming a small set of Unreal assets while preserving references and cleaning the resulting redirectors.

not rated 13 3d ago A 31 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when a menu works with a mouse but gamepad or keyboard focus, activation, or back navigation may fail.

not rated 13 3d ago A 30 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when tuning a scalar Unreal DataAsset value against a stated gameplay target and verifying the saved value and runtime effect.

not rated 13 3d ago A 30 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when checking one voiced dialogue beat for subtitle timing, legibility, safe layout, and audible playback.

not rated 13 3d ago A 29 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when planning and painting foliage in an Unreal level while preserving routes, focal areas, and a measurable density budget.

not rated 13 3d ago A 30 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when creating a small Gameplay Ability System ability or effect and checking its asset, actor prerequisites, and runtime activation path.

not rated 13 3d ago A 33 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when adding or auditing a gameplay input action and mapping, then checking that the intended control works in PIE.

not rated 13 3d ago A 30 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when dressing a focal Unreal area with selected project assets, clear silhouette, deliberate spacing, and placement readback.

not rated 13 3d ago A 31 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when shaping an Unreal area with lights, exposure, and post process while checking readability and performance from fixed cameras.

not rated 13 3d ago A 31 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when a widget must survive long translated strings and different viewport sizes without clipping or losing usable controls.

not rated 13 3d ago A 28 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when creating a small family of material instances from one parent while preserving parameter consistency and scene readability.

not rated 13 3d ago A 27 tokens original MIT

zajalist/hayba

Skill Claude CodeCodex

Use when adjusting an existing Unreal material or instance to match a stated visual target, with graph checks and same-view comparison.

not rated 13 3d ago A 30 tokens original MIT

hayba-mesh-lod-pass

24

zajalist/hayba

Skill Claude CodeCodex

Use when adjusting static-mesh LOD thresholds or reduction for a measured scene cost while preserving silhouette and material behavior.

not rated 13 3d ago A 31 tokens original MIT

At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: