hayba-pcgex-node-selection

hayba-pcgex-node-selection is a skill for Claude Code, Codex from zajalist/hayba. It costs 33 tokens per session (322 once invoked), scanned A, original, MIT.

A workflow for choosing PCGEx nodes and connections for an Unreal PCG graph. PCG, or Procedural Content Generation, creates level content from graph rules; PCGEx is an optional plugin with additional graph nodes.

In plain words
What is it for?
Use it when a graph needs to find paths, form clusters, filter data, scatter objects, or perform another specialized operation. It helps compare candidate nodes and stop before editing when the needed class or connection is unconfirmed.
Why use it?
It avoids choosing a node or connection from outdated documentation, screenshots, or a different plugin version. It checks that the installed editor actually provides the required node and pins.

Skill for Claude CodeCodex

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

Good fit Use it when a graph needs to find paths, form clusters, filter data, scatter objects, or perform another specialized operation. It helps compare candidate nodes and stop before editing when the needed class or connection is unconfirmed.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/zajalist/hayba/hayba-pcgex-node-selection
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-pcgex-node-selection
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-pcgex-node-selection

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-pcgex-node-selection"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-pcgex-node-selection.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 322 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 $0.00033 $0.00322
Opus 5.5 $0.00013 $0.00129
Sonnet 5.5 $0.00007 $0.00064
Haiku 4.5 $0.00003 $0.00032

Measured 13d ago against content hash f6506181b928, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hayba-pcgex-node-selection 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-pcgex-node-selection/SKILL.md · 24 lines

What it actually says

Select PCGEx nodes from evidence

When to use

Use when a graph needs a path, cluster, filter, scatter, or other specialized operation and the exact node class is uncertain. Describe the required input and output data before searching.

Tool routing

  • Search intent with hayba_search_node_catalog. hayba_query_pcgex_docs provides task-oriented documentation; hayba_get_pattern_template offers a starting topology. These are candidate sources, not proof of installed classes.
  • Confirm a candidate with hayba_get_node_details and, in the target editor, pcg_list_node_classes plus pcg_get_node_details. Use hayba_compatible_pins to narrow downstream choices. If a graph already exists, inspect its actual dynamic pins with pcg_list_pins.
  • Prefer native PCG when its simpler node covers the requirement. Record the PCGEx dependency when choosing a specialized node. Never guess a pin label from a screenshot or a different plugin version.

Evidence

Return a small candidate table: class, intended role, observed pins, version/source confidence, and rejection reason for alternatives. Stop before mutation if the installed node or required pin cannot be confirmed; carry that as an explicit gap into hayba-pcg-build.

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 · 33 tokens per session scan A f6506181b928

Subscribe to this mod's changes

hayba-pcgex-node-selection is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 33 tokens to every session and 322 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