Build at the speed of thought.

An AI agent toolkit for Unreal Engine 5.7+

In development and open for testing, not a finished product yet. Free and MIT-licensed.

Organized, not just generated

Example graphs built by an agent through Hayba. Open any of them full size.

What your agent can do in Unreal.

400+ editor tools. The agent loads only the ones it needs.

Blueprints

Add nodes, wire pins, compile.

An example 362-node Blueprint function, built by an agent through Hayba.

Widgets

Build, bind, then render to check the layout.

A game settings menu: Display, Upscaling, Graphics, Audio and Accessibility tabs, with quality pickers and foliage sliders A loading screen open in the UMG designer: a particle image, a dial with a progress line, a status line and input hints
Example UMG widgets built by an agent through Hayba: a settings menu, and a loading screen in the designer.

Materials

Custom nodes, material functions, masters and instances, kept composable.

A material where world position, camera position, time, wind and stream parameters and a noise volume feed one custom shader node, which a shared parameter collection value scales before the output
An example custom shader node, fed by parameters and a shared parameter collection. Built through Hayba.

Worlds

Place actors, cook PCG, capture the viewport.

In-engine footage from a game made with Hayba. Landscape and art made by hand.

Safe by default

Crash-contained
A failing command is refused, not fatal to the editor.
You approve edits
Plan Mode is on by default, and Ctrl+Z works.
Many agents, one editor
Leases give each agent its own assets, so several can work in one editor, mostly safely.
Tested in Play-In-Editor
Agents start PIE, assert state and capture frames.
Validated before done
PLUMB constraints, plus UI and material checks.
Your model, your key
Bring a key, or run a local model with none.

Made with Hayba

Gameplay, with its HUD and prompts built through Hayba.

The Blueprints and UI of A Gift for the Unfinished Journey were built by an agent through Hayba. Art and levels made by hand.

Play it free on itch.io

Pricing

The toolkit is free and MIT-licensed, and runs with your own MCP client or API key. Pro puts DeepSeek, image, video and 3D generation inside the editor, with a monthly allowance, plus bulk tools and Vizier.

Free

$0MIT license

  • The full editor toolkit: 400+ tools
  • In-editor chat with your own key, or a local model
  • Fab tools
Get Hayba

Pro Early access soon

$15per month

Billing period

Or $150 a year, two months free.

  • Everything in Free
  • AI inside the editor: DeepSeek, plus image, video and 3D generation. Included with a monthly allowance, no keys of your own.
  • Bulk tools: whole Blueprints and widgets from one spec
  • Extra Pro-only editor tools
  • Vizier, the hosted brain that keeps your agent on the right tools and its token use low
  • Priority support
  • All skill packs

Skill packs

$29each

Curated Unreal playbooks for coding agents. Included with Pro.

Coming with launch.

Install

Hayba is in development: expect rough edges and breaking changes, so try it on a copy of your project or under source control. It builds from source. You need Unreal Engine 5.7+, Visual Studio with the C++ toolchain your engine version requires, and Node.js 22.5 or newer. A one-line installer is coming in v0.5.

PowerShell
# Build the MCP server
git clone https://github.com/zajalist/hayba.git
cd hayba
npm install
npm --prefix mcp-tools/hayba-mcp run build

# Link the plugin into your project (run as administrator, or turn on Developer Mode)
cmd /c mklink /D "<YourProject>\Plugins\HaybaMCPToolkit" "$PWD\unreal\HaybaMCPToolkit"

# Register the server with Claude Code
claude mcp add hayba-toolkit -- node "$PWD\mcp-tools\hayba-mcp\dist\index.js"

Then regenerate your project files and compile. The install guide covers copying the plugin instead of linking it, and Claude Desktop.

Common questions

Is Hayba ready for production?

Not yet. Hayba is in development and open for testing, so expect rough edges and breaking changes between versions. Try it on a copy of your project or under source control, and report what breaks.

Is Hayba free?

Yes. The toolkit is free and MIT-licensed, and runs with your own MCP client or model. Hayba Pro, at $15 a month or $150 a year, puts DeepSeek, image, video and 3D generation inside the editor with a monthly allowance, plus bulk tools and Vizier; join the waitlist for early access.

What's in Pro?

Mainly, AI inside the editor: DeepSeek, plus image, video and 3D generation, included with a monthly usage allowance, so you need no keys of your own. Pro also adds bulk tools that build whole Blueprints and widgets from one spec, extra Pro-only tools, Vizier (the hosted brain that keeps your agent on the right tools and its token use low), priority support and every skill pack. Pro is in early access soon, and some of it is still being built.

Was this game really made with AI?

Its gameplay Blueprints and UI widgets were built by an AI agent through Hayba. Some materials were scripted through Hayba's Python bridge. The art, levels and other assets were not.

Do I need an LLM API key?

Not for Hayba itself. Connect your MCP client, such as Claude Code or Claude Desktop, and it uses the model it already has. The optional in-editor chat uses your own API key for cloud models, or a local model (Ollama, LM Studio) with no key. With Pro, models and generation are included, up to a monthly allowance.

Will this run on my machine?

Hayba supports Unreal Engine 5.7+ on Windows; macOS and Linux are not supported yet. The MCP server is Node/TypeScript (Node.js 22.5 or newer) and the editor plugin is C++; building it needs Visual Studio with the C++ toolchain your Unreal Engine version requires. There is no packaged installer yet: you build from source.

Can I use Hayba commercially?

Hayba's source code is MIT-licensed, which permits commercial use under the terms of the MIT license. Unreal Engine's own license still applies to your project.