hayba-gameplay-input-mapping

hayba-gameplay-input-mapping is a skill for Claude Code, Codex from zajalist/hayba. It costs 30 tokens per session (406 once invoked), scanned A, original, MIT.

A workflow for adding or auditing an Unreal Engine gameplay input action and its control mapping. An action names an intent, such as Jump, while a mapping connects that intent to a key or device control.

In plain words
What is it for?
It helps inspect existing input settings, create missing actions or mappings, save the exact assets, press the control in PIE, review logs and behavior, and cleanly stop the test session.
Why use it?
It helps avoid duplicate bindings and mappings whose modifiers or triggers failed to load. It also checks the saved setup and tests the actual control during play instead of relying only on editor data.

Skill for Claude CodeCodex

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

Good fit It helps inspect existing input settings, create missing actions or mappings, save the exact assets, press the control in PIE, review logs and behavior, and cleanly stop the test session.

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Install with agentmods
npx agentmods add skills/zajalist/hayba/hayba-gameplay-input-mapping
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-gameplay-input-mapping
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-gameplay-input-mapping

README.md
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Your own site
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-gameplay-input-mapping"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-gameplay-input-mapping/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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-gameplay-input-mapping"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-gameplay-input-mapping.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 30 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 406 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 $0.00030 $0.00406
Opus 5.5 $0.00012 $0.00162
Sonnet 5.5 $0.00006 $0.00081
Haiku 4.5 $0.00003 $0.00041

Measured 13d ago against content hash f5ce65a7e584, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hayba-gameplay-input-mapping 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-gameplay-input-mapping/SKILL.md · 25 lines

What it actually says

Gameplay input mapping

When to use

Use for a named player action with a known device and intended context. Establish whether the game already has an action and mapping; duplicate bindings can produce confusing behavior.

Tool routing

  • Inspect the project's current input setup through project_get_info and relevant signatures from get_tool_signature. Use input_create_action, input_create_mapping, and input_add_mapping only for missing elements. These are legacy UE commands, so check their accepted fields before calling them through hayba_invoke.
  • Read field:unresolved_classes from the mapping response. If any requested modifier or trigger class did not resolve, correct it before testing; a binding can exist while its modifier is absent. Call asset_save with the exact returned action and mapping asset paths and inspect the per-asset failed list before opening PIE.
  • Check editor_get_state first. If this workflow starts editor_start_pie, trigger the control with editor_pie_press_key, inspect editor_stream_log and game behavior, then always call editor_stop_pie even if the test fails. Do not stop a PIE session that was already running. A saved mapping alone does not prove it was applied to the active player context.
  • If the action requires gameplay logic that the current tool surface cannot author, report that gap and leave the mapping as an incomplete integration rather than claiming a working mechanic.

Evidence

Report action asset, mapping context, device/key, unresolved modifier/trigger classes, per-asset save result, PIE trigger, observed result, and any conflict or missing logic. Limit this pass to one action and its associated binding set; expand only after the control is observed in game.

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 · 25 lines · 30 tokens per session scan A f5ce65a7e584

Subscribe to this mod's changes

hayba-gameplay-input-mapping is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 30 tokens to every session and 406 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.

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