hayba-pcg-build

hayba-pcg-build is a skill for Claude Code, Codex from zajalist/hayba. It costs 47 tokens per session (1,089 once invoked), scanned A, original, MIT.

A guided process for building a PCG or PCGEx graph in Unreal Engine. A graph is a connected set of processing nodes that generates or transforms data, such as procedural level content.

In plain words
What is it for?
Use it to discover node types, confirm their input and output connections, validate a graph, execute it on a component, and check its output.
Why use it?
It helps choose compatible nodes, check the graph for errors, create it, run it, and inspect the generated result.

Skill for Claude CodeCodex

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

Good fit Use it to discover node types, confirm their input and output connections, validate a graph, execute it on a component, and check its output.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/zajalist/hayba/hayba-pcg-build
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-pcg-build
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-pcg-build

README.md
[![agentmods](https://agentmods.dev/badge/skills/zajalist/hayba/hayba-pcg-build/github.svg)](https://agentmods.dev/skills/zajalist/hayba/hayba-pcg-build)
Your own site
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-pcg-build"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-pcg-build/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-pcg-build

Your own site · 80×15
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-pcg-build"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-pcg-build.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 47 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,089 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 $0.00047 $0.01089
Opus 5.5 $0.00019 $0.00436
Sonnet 5.5 $0.00009 $0.00218
Haiku 4.5 $0.00005 $0.00109

Measured 22d ago against content hash 4c1e1df39c92, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hayba-pcg-build 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 22d 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-pcg-build/SKILL.md · 39 lines

How it starts

The opening of the file, as written. The whole thing — 39 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Hayba PCG build

When to use

Use for a new or existing PCG/PCGEx graph when the result must be repeatable and verified in a real editor. The production method is still a choice to make from the scene requirements.

Decide before authoring

  1. State the desired scene outcome and its constraints: target platform, frame-time and memory budgets, streaming boundaries, instance and draw-call expectations, texel density, deterministic regeneration, edit frequency, and designer override needs. Record unknown budgets as unknown; do not invent a pass/fail threshold.
  2. Compare viable methods before choosing a graph. Include manual/Actor Palette placement or reusable composed assets, native PCG, PCGEx, and a hybrid where relevant. Manual composition gives precise art direction but costs placement and maintenance time. Native PCG supports repeatable broad distribution with fewer dependencies but may need bespoke graph logic. PCGEx offers specialized graph, cluster, path, and staging operations but adds a plugin/version dependency and more graph complexity. A hybrid can reserve hero assets and exceptions for manual control while generating the repeatable field, at the cost of a clear ownership boundary. For each candidate, note streaming and regeneration costs, correction workflow, and why it fits or fails this scene.
  3. Look for a relevant standard production pattern when evidence is available, then propose at least one structural alternative, such as changing route, visibility, or asset grouping rather than only tuning density. Label analogies as design hypotheses until tested in this project.

Tool routing

Ground the graph

  1. If PCGEx is a candidate, call hayba_query_pcgex_docs for the task concepts and candidate classes, then hayba_get_pcgex_knowledge_detail for exact IDs. Record the bundle generation date, documented plugin version, source hash/stale flag, and any warnings or conditions. Treat placeableInPcgGraph as a documentation classification, not proof that the node is installed. The bundle is optional; an unavailable result is an evidence gap, not permission to guess pins or settings.
  2. Use hayba_get_pattern_template only as an annotated starting point. Its preflight is catalog-only and can report absent or unknown pins. In the target scratch editor, use pcg_list_node_classes and pcg_get_node_details to confirm loaded settings classes, default pins/types, and properties. Compare the installed PCGEx .uplugin version with the documented version. Resolve a mismatch from live reflection or defer the uncertain connection; never silently convert a documentation pin into a wire.
  3. Sketch the graph as JSON with explicit asset/component ownership. Use pcg_validate_graph and resolve its errors before pcg_create_graph. Before wiring a created node, use pcg_list_pins on that graph to check its exact current labels and types, including dynamic pins. A validator pass is only a structural check; it does not establish that the graph produces the intended scene or meets performance budgets.

Read the full file on GitHub · 39 lines

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. 22d ago Changed · +22 lines · +15 tokens per session 4c1e1df39c92
  2. 1mo ago First seen · 17 lines · 32 tokens per session scan A c2911f4a652f

Subscribe to this mod's changes

hayba-pcg-build is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed yesterday), licensed MIT. It adds 47 tokens to every session and 1,089 once invoked, about $0.0002 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 2026-08-30.

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

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

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

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