> INITIALIZING HAYBAPCGEX_v1.0 ···

# LOGIC AT THE SPEED OF THOUGHT.

Connect Claude, Cursor, or Cline to Unreal Engine 5's PCG system via TCP. Describe the graph. Claude authors the topology. The engine builds it live.

INITIALIZE SESSION
VIEW SOURCE
0 MCP Tools
UE 5.7 Compatible
TCP Bridge
MIT License
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LIVE TCP BRIDGE

### Builds Inside UE5

A TCP bridge connects Claude directly to your running UE5 editor. Graphs are created as real UE assets — no copy-paste, no JSON files to manage.

FULL PCGEX CATALOG

### Full Toolkit Support

Powered by PCGExtendedToolkit. Delaunay, Voronoi, pathfinding, cluster operations — the full PCGEx node catalog is available to Claude.

GRAPH AUTHORING API

### Graph Authoring API

Create, validate, export, execute — complete graph lifecycle from a conversation. Claude authors the topology, you approve and run it.

ANY MCP CLIENT

### Built-In UE Panel

A dockable Slate panel lives inside your UE5 editor. Chat with the AI, preview graphs, and one-click create assets — without leaving Unreal.

// PROCEDURAL GENERATION — WHAT PCGEX CREATES

Node graphs, scatter systems, dynamic worlds — PCGEx turns AI prompts into working UE5 blueprints.

Node Graph
Point Scatter
Hex Grid
Edge Network
3D Clusters
Delaunay Mesh
Graph Logic
Spline Path
Voronoi Field
Point Cloud
Live Build
Node Graph
Point Scatter
Hex Grid
Edge Network
3D Clusters
Delaunay Mesh
Graph Logic
Spline Path
Voronoi Field
Point Cloud
Live Build
Mesh Output
Data Flow
Graph Wiring
Cluster Points
Fractal Noise
PCG Output
Node Logic
Circuit Pattern
Scatter Field
Path Network
Graph Build
Mesh Output
Data Flow
Graph Wiring
Cluster Points
Fractal Noise
PCG Output
Node Logic
Circuit Pattern
Scatter Field
Path Network
Graph Build
// architecture

## THE LOGIC BRIDGE

HaybaPCGEx bridges Claude's MCP tools to your running UE5 editor via a lightweight TCP connection. The MCP server translates natural-language graph requests into live UE API calls — no plugin configuration beyond one console command.

AI Client
Claude · Cursor · Cline
any MCP-compatible tool
stdio MCP
Node.js Server
HaybaPCGEx
8 MCP tools
TCP :52342
UE5 Plugin
PCGExBridge
C++ TCP listener
PCG API
PCG Graph
UE5 Asset
PCGExtendedToolkit
STEP_01.exe
// 01

### You type a prompt

In Claude Desktop or Claude Code: "Build a forest path network using Delaunay triangulation with hull marking." No node names, no JSON — just describe the result you want.

STEP_02.exe
// 02

### Claude designs the graph

Claude calls `search_node_catalog()` to find matching PCGEx nodes, then calls `validate_pcg_graph()` to verify the topology before creation — catching pin mismatches before they reach UE.

STEP_03.exe
// 03

### PCGExBridge creates the asset

`create_pcg_graph()` sends the graph over TCP to the UE5 plugin. Nodes are instantiated via the PCG C++ API, positioned automatically, and saved as a `.uasset` in your Content Browser.

STEP_04.exe
// 04

### Execute and iterate

`execute_pcg_graph()` triggers execution on any PCGComponent referencing the graph. `export_pcg_graph()` exports the full topology back to JSON for inspection or modification.

MCP Mode — Claude Desktop / Claude Code

### Full Graph Authoring

Claude has access to all 8 tools. It searches the node catalog, validates topology, creates assets, and exports results — all from a single conversation with full context about your project's existing PCG graphs.

check_ue_status search_node_catalog get_node_details list_pcg_assets validate_pcg_graph create_pcg_graph export_pcg_graph execute_pcg_graph
Wizard Mode — Inside UE5 Editor

### Conversational Panel

A dockable panel lives directly inside your UE5 editor. Chat with the wizard, preview generated graphs, and click Create to materialize them as UE assets — all without switching to another window.

PCGExBridge.Open API Key Settings Preview Graph Create in UE Test It
// setup

## SYSTEM INITIALIZATION

1

### Install the UE5 plugin

Clone PCGExBridge into your project's Plugins folder. UE5 will compile it on next launch.

bash
cd YourProject/Plugins
git clone https://github.com/zajalist/gaea_mcp PCGExBridge
# Then reopen your UE5 project — it will compile automatically

Requires Unreal Engine 5.7 and PCGExtendedToolkit plugin

2

### Add the MCP server to Claude

Register the HaybaPCGEx MCP server with Claude Code. This connects Claude to the running UE5 editor.

Claude Code
Claude Desktop
bash
claude mcp add \
-e UE_TCP_PORT=52342 \
-e UE_TCP_HOST=127.0.0.1 \
-s user hayba-pcgex \
-- node "path/to/dist/index.js"
json
{
"mcpServers": {
"hayba-pcgex": {
"command": "node",
"args": ["...\\dist\\index.js"],
"env": { "UE_TCP_PORT": "52342" }
}
}
}
3

### Open UE5 and start the bridge

Open your project in UE5. The PCGExBridge plugin starts automatically. Open the wizard panel with:

ue5 console
PCGExBridge.Open
# Or prompt Claude directly:
"Create a Delaunay triangulation of landscape points with hull marking"
// api reference

## ALGORITHMIC AUTHORING

Connection & Discovery
check_ue_status
—
Verify the UE5 TCP bridge is alive. Returns version, plugin info, and connection status.
search_node_catalog
`query`
Search the PCGEx node catalog by keyword or category. Returns matching nodes with pins and properties.
get_node_details
`class`
Get full runtime details for a specific node class — all input/output pins and editable properties.
list_pcg_assets
`path?`
List all PCGGraph assets in your Content Browser. Returns asset paths, node counts, and edge counts.
Graph Authoring
validate_pcg_graph
`graph`
Validate graph JSON before creation — checks class existence, pin connections, required inputs, and cycles.
create_pcg_graph
`name, graph`
Create a new PCGGraph asset in UE5. Nodes are auto-positioned 400px apart and saved to Content Browser.
export_pcg_graph
`assetPath`
Export an existing PCGGraph back to JSON — full node topology, properties, positions, and edge wiring.
execute_pcg_graph
`assetPath`
Trigger execution on all PCGComponents referencing this graph asset in the current level.
// applications

## TOPOLOGY PATTERNS

// 01

### Organic road networks

Delaunay triangulation over landscape points → prune with Urquhart → mark hull → output spline-ready edges for road placement.

"Build a road network using Delaunay with hull marking and Urquhart pruning"
// 02

### Forest scatter systems

Surface sampler → density filter → random transform → cluster operations to avoid overlapping placements across any terrain.

"Scatter trees with density falloff from a central clearing, no overlaps"
// 03

### Dungeon generation

Voronoi cells → select connected rooms → pathfind corridors between centroids → output as splines or static meshes.

"Generate dungeon rooms connected by corridors using Voronoi and pathfinding"
// 04

### City block layouts

Grid subdivision → parcel splitting → facade orientation from road normals → building footprint output ready for instancing.

"Create city blocks with road-aligned parcels and building footprints"
// 05

### Iterate on existing graphs

Export any existing PCG asset back to JSON, describe changes, and Claude creates an updated version — preserving your manual tweaks.

"Export my PCG_Trees graph and add a density falloff from the player spawn"
// 06

### Rapid prototyping

Validate topology before creation to catch pin mismatches early. Iterate in the wizard panel without leaving UE5.

"Try a Voronoi approach instead — validate it first before creating the asset"
// validation

## TOPOLOGY VALIDATION
MANIFESTING LOGIC AT THE SPEED OF THOUGHT.

AI-authored PCG graphs inside Unreal Engine 5. Free, open source, MIT licensed.

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