Helpy workspaces and mapping reuse¶
The desktop frame uses the RuneSchema icon and themed background, with window
controls at the right. Plugin IDs and DLL filenames remain RuneSchema.Helpy.
The sidebar logo's R follows the chosen accent
without changing its brackets or generating new icon captures.
Home¶
Home is the initial workspace. Its non-blocking Dragonwilds-to-RuneSchema logo crossfade follows Windows' client-area animation preference; the R keeps the chosen app accent and the brackets retain their artwork. Shortcuts open Players, World and the other workspaces without adding a startup wizard. The runtime icon is centered above Home's social links; window controls stay on the right.
Quick switches use the existing checked local settings service. Each writes only its own setting, checks the expected file contents and creates the usual backup. An unsaved full Settings draft blocks quick saves. Corrupt Save Bypass requires explicit risk confirmation; all quick switches apply after restart, not to the current session or a connected remote server.
Optional workspaces and tool windows¶
Settings > Workspaces controls optional tool visibility. Authoring is under Tools → Authoring; Diagnostics contains the integrated overview, issues and Live Log views, without a second Advanced Diagnostics wrapper. Character is always available within Profile. The advanced workspaces remain opt-in; Settings and Profile remain reachable. Hiding a workspace is a presentation preference, not an authority or server permission.
Map and Recipes can detach into themed desktop windows, sharing their existing selection, zoom and draft state. Dock back or closing a detached window returns it to Helpy. Item Bay remains one shared catalogue. Minimized tool windows appear on Helpy's internal taskbar; a Restore button shows the same window/state without rebuilding its catalogue. F2 and shutdown include all owned tool windows. Detachment/minimization are session-only.
Character Editor: verified character copies¶
The first pass browses native character JSON, stages supported scalar edits, reviews a patch, and exports a new verified copy. Unknown mod fields are preserved. Identity, ownership and persistence/version fields, quest/journal progress and generic structural replacements are not editable here. Source-file changes invalidate the draft/preview rather than overwriting it. Cleaning uses the existing inspect/preview/copy flow, not an in-place save edit.
The inventory view shows saved slot, PersistenceID, instance identity, native stack count, equipped links, and names/icons/source when current loaded ItemData can resolve them unambiguously. Source and name filters are explicitly local to the displayed 100-row page. Unresolved identities are not evidence of missing mods; unknown fields remain untouched.
Select up to 128 records across pages for reviewed, draft-only removal. Sparse slot numbers and MaxSlotIndex are retained, and known native Loadout references to removed Inventory slots are unlinked. Unsupported link layouts reject the whole batch. Existing native Count fields support 1..10000; increases also require the loaded native MaxStackSize and never exceed it. Single-item records do not acquire invented count fields. Preview and explicit export confirmation remain mandatory; originals are never replaced.
The mod-roots view uses current accepted source ownership. Imported character JSON remains editable across runtime lanes, but attaching/converting Steam saves to Game Pass requires a verified native save-provider adapter and is not implemented by renaming JSON. Opaque WGS containers and world/SPUD editing are not supported in this pass. Originals are never replaced by this editor.
Item Bay¶
Completed alphabetical catalogues are scoped to actual mounted item content, schema/clone paths and language. Icon-source ownership refinements no longer discard an otherwise valid catalogue. Exact compatible legacy catalogues are migrated on reuse; changed content still requires a fresh catalogue. Automatic mod-cache checks stay silent when they import nothing and report no warnings.
The progress strip distinguishes mounted-source/cache checks, saved catalogue reads, uncached discovery, and visible icon uploads. Visible-icon progress uses actual demanded texture counts; unknown-duration work uses an indeterminate indicator, not a timer-based percentage. Missing server-side captures and failed icons are shown as unavailable rather than an endless loading state.
Complete catalogues also write a bounded, sorted .json.pages sidecar. Restoring
the first page reads only its records and a compact offset table, not the entire
JSON catalogue. Search/filter slices read at most 2048 records on a filesystem
worker and keep alphabetical order. Legacy catalogues migrate once in the
background; corrupt/mismatched sidecars fall back to the normal verified index.
Icon-only dependency revisions do not block a still-valid item catalogue; real
content revisions still require verification. Normal source checks retain their
60-second cadence and never sweep/load all Unreal assets for icons.
Use Detach Item Bay to open a separate movable/resizable desktop window. Drag from that window into the main Transmog, Creation or Recipes workspace. Dock back, or closing only the Bay, returns it to the main window without losing its selection/filter state or closing Helpy. F2 hides both windows and returns to the game. This is one shared catalogue/context, not a second scan. Detached state is session-only.
Docked and detached views keep the same hover descriptions/stats, right-click actions and selected-item details. Show item details pins a row in the collapsible selected-item pane; its native facts, description, resolved icon, reload and copy-path controls use the shared inspection cache. Docking does not discard selection or completed inspection data. Paging/filtering can leave the selected item's detail record visible without adding it to the new result set. World changes clear stale selections/details. Hover tooltips remain transient and are constrained to the native surface where the item was hovered, including when the detached Bay sits on the opposite side of the main window.
Clone cards¶
The result card uses the chosen appearance item's resolved native inventory
icon, falling back to the source only when the appearance has no icon. An
explicit custom icon wins. Successful preparation/creation receipts return the
actual resolved icon and created path; this also covers nested native icon
fields rather than only a literal Icon property. It does not generate a new
3D render of arbitrary material changes. Existing compatible appearance assets
must still exist and satisfy the native clone checks.
Recipes¶
The browser merges loaded RecipeData, mounted native metadata (including a recursive subclass query), cooked declarations and RuneSchema definitions. Results deduplicate by object path, identify owner/source, and search before paging. Lists above 32,768 no longer reject the entire request; the bounded metadata catalogue supports up to 1,048,576 entries, 128 per native page.
Unavailable or failed schema entries stay visibly unavailable, not editable pretend recipes. Selection still resolves and checks a real RecipeData before inspection/override. If the live engine's reflected subclass query is not available, the browser explicitly reports incomplete metadata rather than claiming it found every unloaded Blueprint-derived recipe. There is no bulk asset-load sweep at startup.
Schema and native registry parity¶
See asset patches for $WearableBridge, and
registry declarations for the current supported
native lanes and explicit Source: Schema references. Skills and SkillPerks
remain declaration-only, not live enrollment. Schema-created wearables
join the bridge after successful native identity registration. A bridge refresh
does not allocate IDs or bypass reverse-map validation. Server-deferred items
remain in the normal settled registrar lifecycle.
JSON can clone/patch existing compatible content and the established schema loaders construct their supported asset types. It cannot conjure missing mesh, texture, skeleton, material or Blueprint content. Live application to already equipped items still needs a re-equip/cache-refresh test.
The current download/source page distinguishes the binary release from newer source changes. Standalone tests and previews do not prove live-game rendering, wearable refresh, multiplayer enrollment or every mod's recipe coverage. Install and perform a world acceptance test separately.
Game-update reflection mappings¶
[RuneSchema] autoUpdateMappings = true enables a native UE4SS DumpUSMAP
request when the running game identity lacks a compatible verified snapshot.
The first request is delayed 15 seconds; subsequent launches reuse the validated
mapping without another dump. Changing this setting requires a game restart.
RUNESCHEMA_DISABLE_AUTO_MAPPING is also available as a process-level opt-out.
RuneSchema validates the generated file, required native types, unchanged bytes
and the copied fingerprint before activating an immutable per-build snapshot.
Mappings and indexes live under
%LOCALAPPDATA%/RSDragonwilds/RuneSchema/<platform>/cache/mappings, with separate
steam, gamepass, epic and server directories (unknown runtimes remain isolated).
New packages do not contain dlls/mappings or download a pinned mapping during
the build. The first start logs that capture is queued and that a successful
capture will be reused on the next launch; success and deferred capture have
separate log entries. Mapping-dependent queries remain unavailable until a
validated mapping is active. Live reflection and native hook guards remain in
force; UE4SS itself is not modified.
Legacy mapping locations are not migrated, scanned or cleaned. Missing current cache data is generated afresh. Matching current mappings are reused even when automatic generation is disabled. Another process already owning the same platform cache causes mapping setup to defer without altering that cache. Cleanup follows successful activation: old hash-addressed generated maps, superseded indexes, receipt backups and request files older than 24 hours are removed without recursive deletion. Completed requests are removed immediately. Unknown/custom files, other platform caches and standalone UE4SS dumps are not deleted. Broken receipts, interrupted copies or failed captures retain the original files; manually missing old files do not prevent cleanup.
The dump covers native and currently loaded Blueprint reflection, not every unloaded asset. It does not refresh native code signatures, waive supported-build guards, or make incompatible hooks safe. Steam's private menu-only test verified generation and next-launch reuse. Game Pass reflection was also dumped manually; that does not establish save-import/conversion safety.