Open Source  ·  MCP Protocol  ·  Gaea + Unreal Engine 5

CREATE AT THE SPEED OF THOUGHT.

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.

0 MCP Tools
0+ Node Types
<1s Update
0 Engines
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Two engines. One prompt.

Two standalone MCP servers. Install one or both. Each configures in under a minute.

Under a Second

Live Engine Reload

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.

Two Engines

Gaea + Unreal Engine 5

Terrain heightmaps via Gaea. Procedural geometry via UE5 PCGEx. Use both in the same project. One conversation handles the full pipeline.

19 Tools. 35+ Nodes.

No Node Names Required

Claude calls list_node_types(), selects the right nodes, and wires them correctly — first time. You describe the output. The AI handles topology.

MIT Licensed

Free. Open Source. No Lock-in.

Auditable, forkable, and free forever. Works with Claude Desktop, Claude Code, Cursor, and Cline. Installs in under a minute on any platform.

Four steps. No manual wiring.

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.

AI Client
Claude · Cursor · Cline
any MCP-compatible tool
stdio MCP
MCP Server
Hayba
19 MCP tools
files · TCP
Terrain / PCG
Gaea · Unreal
auto-reloads
heightmap · graph
Output
Your Project
.r32 / PCG asset
// 01

Write a prompt.

In Claude Desktop, Cursor, or Cline: "Snowy mountain range, heavy hydraulic erosion, export at 4096." No node names. No parameter lookups. Plain language.

// 02

AI plans the graph.

Claude calls list_node_types(), selects the correct nodes, and sequences the build — Mountain → Erosion → FractalTerraces → Autolevel. Graph topology handled automatically.

// 03

Engine reloads. Live.

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.

// 04

Cook and ship.

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.

What you can build with it.

// 01

Terrain from a sentence.

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.

"Volcanic island — ash fields, deep caldera, hydraulic erosion on the flanks"
// 02

PCG graphs on demand.

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.

"Dense pine forest on slopes between 20° and 45°, clear below treeline"
// 03

One sentence. Sub-second update.

Change erosion strength, noise seed, scale, or scatter density in plain language. Files update atomically. The engine reloads in under a second.

"Less aggressive erosion, sharper ridgelines, increase the rock scree density"
// 04

Headless. Silent. Fast.

No Gaea window. No UE viewport. Describe the terrain, get a heightmap on disk. Designed for automation, CI pipelines, and rapid variation generation.

"8 desert heightmap variants at 4096 — different seeds, same base graph"
// 05

Non-destructive iteration.

Open any existing .terrain file or PCG asset. Claude reads the current graph state and modifies exactly what you asked. Nothing else is touched.

"Open the canyon project. Deepen the river valley. Leave everything else."
// 06

Terrain to world. End to end.

HaybaGaea exports the heightmap. HaybaPCGEx populates it. Foliage, rocks, ruins — one conversation drives both engines. This is the full pipeline.

"Build the mountain, then scatter boulders and dead pines on the ridgelines"

TERRAIN AT THE
SPEED OF THOUGHT.

Two engines. 19 tools. One prompt. Free and open source under MIT.