Connect Claude, Cursor, or Cline to Gaea and Unreal Engine 5. One prompt generates a full terrain graph or PCG network — live, in your engine, in under a second.
Two standalone MCP servers. Install one or both. Each configures in under a minute.
Give your AI direct control over Gaea's build engine. One prompt generates a complete terrain graph — mountains, erosion, rivers — cooks headlessly and exports a heightmap to Unreal Engine.
AI-driven PCG graph authoring inside Unreal Engine 5. Describe the environment — cities, forests, dungeons — and Claude builds the PCGEx node graph directly in your project. Live. No manual wiring.
Every node call writes to disk or bridges via TCP. Gaea reloads. Unreal recooks. You watch the graph build in real time — no batch jobs, no dialogs.
Terrain heightmaps via Gaea. Procedural geometry via UE5 PCGEx. Use both in the same project. One conversation handles the full pipeline.
Claude calls list_node_types(), selects the right nodes, and wires them correctly — first time. You describe the output. The AI handles topology.
Auditable, forkable, and free forever. Works with Claude Desktop, Claude Code, Cursor, and Cline. Installs in under a minute on any platform.
Hayba sits between your AI and your engines. It speaks MCP to Claude and writes directly to Gaea and Unreal — no proprietary protocols, no plugins to configure beyond the installer.
In Claude Desktop, Cursor, or Cline: "Snowy mountain range, heavy hydraulic erosion, export at 4096." No node names. No parameter lookups. Plain language.
Claude calls list_node_types(), selects the correct nodes, and sequences the build — Mountain → Erosion → FractalTerraces → Autolevel. Graph topology handled automatically.
Every add_node() call writes to the .terrain file or sends a TCP command to Unreal. The engine detects the change in under a second. You watch it assemble in real time.
cook_graph() runs headlessly, waits for the build, and returns the output path. A heightmap lands on disk. A PCG asset is live in your project. Import and continue.
Describe the landscape. Claude opens Gaea, adds nodes one by one, and you watch the graph assemble live. No manual node placement. No parameter hunting.
Describe the environment. Claude builds the PCGEx node graph inside Unreal Engine 5 — scatter, filter, cluster — and the result appears in your viewport in seconds.
Change erosion strength, noise seed, scale, or scatter density in plain language. Files update atomically. The engine reloads in under a second.
No Gaea window. No UE viewport. Describe the terrain, get a heightmap on disk. Designed for automation, CI pipelines, and rapid variation generation.
Open any existing .terrain file or PCG asset. Claude reads the current graph state and modifies exactly what you asked. Nothing else is touched.
HaybaGaea exports the heightmap. HaybaPCGEx populates it. Foliage, rocks, ruins — one conversation drives both engines. This is the full pipeline.
Two engines. 19 tools. One prompt. Free and open source under MIT.