hayba-ai-behavior-tree

hayba-ai-behavior-tree is a skill for Claude Code, Codex from zajalist/hayba. It costs 34 tokens per session (394 once invoked), scanned A, original, MIT.

A workflow for creating or repairing one branch of an Unreal Engine Behavior Tree. A Behavior Tree is a decision graph that controls how a game's AI chooses and performs actions.

In plain words
What is it for?
It is for building bounded patrol, chase, or fallback behavior, connecting nodes, checking blackboard keys, compiling the tree, and testing an observable AI result.
Why use it?
It helps prevent duplicate branches, incorrect execution order, and tasks that are not connected to the right blackboard values. It also checks compilation and, where relevant, observes the behavior during play.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It is for building bounded patrol, chase, or fallback behavior, connecting nodes, checking blackboard keys, compiling the tree, and testing an observable AI result.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/zajalist/hayba/hayba-ai-behavior-tree
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add zajalist/hayba --skill hayba-ai-behavior-tree
Clone the repo
git clone --depth 1 https://github.com/zajalist/hayba

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for hayba-ai-behavior-tree

README.md
[![agentmods](https://agentmods.dev/badge/skills/zajalist/hayba/hayba-ai-behavior-tree/github.svg)](https://agentmods.dev/skills/zajalist/hayba/hayba-ai-behavior-tree)
Your own site
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-ai-behavior-tree"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-ai-behavior-tree/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for hayba-ai-behavior-tree

Your own site · 80×15
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-ai-behavior-tree"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-ai-behavior-tree.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 394 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00034 $0.00394
Opus 5.5 $0.00014 $0.00158
Sonnet 5.5 $0.00007 $0.00079
Haiku 4.5 $0.00003 $0.00039

Measured 13d ago against content hash bca59bdb2c68, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hayba-ai-behavior-tree scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

mcp-tools/hayba-mcp/addons/workflows/hayba-ai-behavior-tree/SKILL.md · 24 lines

What it actually says

Build one AI behavior branch

When to use

Use for one bounded patrol, chase, or fallback branch in an existing Behavior Tree. Identify the pawn, controller, blackboard asset and keys, expected branch priority, and one observable runtime outcome before editing. Establish the target platform's concurrent AI count and frame budget if performance is part of the request; leave them unknown when no target exists.

Tool routing

  • Read bt_get_info first. It returns the current graph, blackboard keys, and stable node identifiers. Compare the requested behavior with existing branches before adding a duplicate. Use get_tool_signature for exact node classes and parameters.
  • Add the minimum composite/task/decorator set with bt_add_node, root first. Use bt_connect to set the intended parent; sibling order is execution order for selectors and sequences. Compile with bt_compile, then address every warning that affects the branch. A tree can compile without a useful blackboard binding.
  • Save with asset_save only after the graph and blackboard references read back correctly. If a relevant PIE scenario exists, check editor_get_state, start editor_start_pie, inspect the intended actor through editor_pie_actor_list and editor_pie_actor_inspect, and always finish with editor_stop_pie. Leave an already running user PIE session alone.

Evidence

Report the tree path, key names, node order, compile errors and warnings, saved state, and the actor behavior actually observed. A compile pass establishes graph validity, not that AI perception, navigation, or branch timing works. If the tools cannot expose the needed runtime blackboard value, request a manual Unreal debugger observation and leave that condition unverified.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 24 lines · 34 tokens per session scan A bca59bdb2c68

Subscribe to this mod's changes

hayba-ai-behavior-tree is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 34 tokens to every session and 394 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-04.

Related

Other skills, from other repositories

unreal-mcp

Automate Unreal Engine editor scenes, actors, and renders.

NousResearch/hermes-agent · 17 tokens

asset-management

Import files from disk (images, meshes, any format the editor imports), export textures, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary.…

kevinpbuckley/VibeUE · 130 tokens

level-actors

List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.

kevinpbuckley/VibeUE · 64 tokens

materials

Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…

kevinpbuckley/VibeUE · 95 tokens

vibeue

Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…

kevinpbuckley/VibeUE · 82 tokens

project-settings

Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config…

kevinpbuckley/VibeUE · 61 tokens