Windrose Schematics docs
Install, use, publish, and understand Windrose Schematics from one public docs hub.
Using Windrose Schematics
What the mod, companion, overlay, and website do for players.
What you install
The companion is the normal entry point. It installs UE4SS, deploys the mod, opens Windrose modded or vanilla, and keeps the local library and overlay in one place.
In-game mod
Runs inside Windrose. It captures builds, writes schematics, arms the clipboard, hijacks a brush for paste, and emits overlay events.
Companion app
Runs beside the game. It owns the launcher, local library browser, Discover, My Builds, Settings, keybinds, and overlay windows.
windrose.build
Hosts public builds, profiles, Steam sign-in, publishing, install links, and Supporter or Founder recognition.
public website
The website is open for browsing and Steam sign-in. Companion preview access is separate and still uses companion access keys or supporter nightly access where required.
Main workflows
- 01
Install and pair
Install the companion, redeem companion access if needed, and pair your Steam account when the app prompts.
- 02
Launch modded
Use the companion titlebar to deploy the bundled UE4SS mod and start Windrose with the mod loader active.
- 03
Capture in build mode
Open the build menu, mark each outside corner with E, and remove a mistake with R. Press T to write the schematic once at least three corners are set.
- 04
Paste with a brush
Arm a schematic, enter build mode with any build ghost visible, press F to hijack the selected piece, then place the green ghost with left click.
- 05
Share or install
Publish local captures from the companion or open windrose-schematics:// links from build pages to install community schematics.
Installation
Install the companion, deploy the bundled mod, and verify that Windrose loaded it.
Prerequisites
- Windrose installed through Steam on Windows.
- The latest Windrose Schematics companion installer.
- A windrose.build account with companion access for preview companion builds.
- A fresh game restart after every mod deploy or keybind change.
Companion install
- 01
Run the installer
Download the latest setup.exe from the release page and install the companion. The v0.6.4 tester installer is not code-signed, so Windows SmartScreen may show Windows protected your PC on first install. Choose More info, then Run anyway if you trust this project.
- 02
Redeem access if prompted
Preview companion builds start at the companion access gate. Redeem your key on windrose.build, then pair the app.
- 03
Click Launch modded
The setup wizard detects Windrose, installs the bundled UE4SS build, and deploys WindroseSchematics into the game mods folder.
- 04
Launch modded again
When setup says modded launch is ready, click Launch modded again to start the game.
- 05
Use Vanilla when needed
The Vanilla button starts Windrose without UE4SS while keeping the mod files ready for the next modded launch.
Windows SmartScreen
The installer is intentionally unsigned during the tester release because the available code-signing certificate exposes the maintainer's legal name. Tauri updater metadata is still signed separately, so in-app updates keep their signature check.
restart after settings changes
Saved in-game keybinds are written to state\keybinds.json, but UE4SS only registers them during mod boot. Restart Windrose after saving.
Verify the mod loaded
After launch, check UE4SS.log for the Windrose Schematics banner and the local library path.
[WindroseSchematics] v0.6.4 loading...
[WindroseSchematics] library dir: C:\Users\<you>\AppData\Roaming\WindroseSchematics\library- Library
- %APPDATA%\WindroseSchematics\library
- State
- %APPDATA%\WindroseSchematics\state
- Overlay events
- %APPDATA%\WindroseSchematics\overlay
- Logs
- %APPDATA%\WindroseSchematics\logs
Getting started
Capture a build in build mode and paste it back through Windrose's native build pipeline.
Capture a build
- 01
Launch modded and wait for the mod
Start the game with Launch modded and wait for mod connected in the companion bottom bar. Capture only works after the mod is live.
- 02
Open build mode
Open the build menu and select any building piece. The visible build preview, or the middle-mouse destroy crosshair, becomes the capture cursor.
- 03
Mark the footprint
Press E at each outside corner. R removes the most recent corner. Glowing markers and rails stay in the world while you walk the shape.
- 04
Confirm the capture
Press T once at least three corners are set. The capture writes a .schematic.v1.json file, lands in Library, and arms itself for paste.
- 05
Name or arm the result
New captures arm right away. Name the capture before the next one buries it, or arm any saved schematic from the companion Library.
Paste a schematic
- 01
Arm a schematic
Use the just-captured schematic, click another library item in the companion, or run ws_load <name> in the Unreal console.
- 02
Enter build mode
Open build mode and select any prebuilt piece from the brush menu so a build ghost is visible.
- 03
Hijack the selected brush
Press F. The selected prebuilt is rewritten into a multi-piece ghost from the armed schematic.
- 04
Position the ghost
Rotate and move until the preview is green. Use 1 or 2 to nudge height, and V for the native raised camera.
- 05
Commit in one click
Left-click once. Windrose's own placement pipeline handles costs, damage state, and save replication.
restore the authored brush
Press 3 to rewind the hijacked prebuilt to its original layout. Restarting the game also restores on-disk assets.
Default controls
| Action | Default |
|---|---|
| Add capture corner | E |
| Remove last corner | R |
| Confirm capture | T |
| Hijack brush / paste | F |
| Ghost nudge up | 1 |
| Ghost nudge down | 2 |
| Restore authored brush | 3 |
| Toggle overlay visibility | F9 |
Features
The current feature surface across the mod, companion, website, and Discord tooling.
Shipping today
Build-menu capture
Walk the outside corners of any build in build mode and confirm. The capture writes a normal schematic v1 file and immediately arms the latest one.
Brush hijack paste
A selected prebuilt becomes the armed schematic's ghost and commits through Windrose's native placement path. v0.6 lifts the native projection clamp for larger ghosts.
Companion library
Discover, Library, My Builds, Settings, publish, install links, local file watching, and per-item material breakdowns.
In-game overlay
A transparent companion window shows the live event log, armed schematic, NEED list, collapse, and visibility controls.
windrose.build
Steam sign-in, public browsing, schematic detail pages, profiles, tiered billing, and companion pairing APIs.
Schematic v1
A JSON contract shared by the mod, companion, website, and TypeScript package.
Status
| Area | State |
|---|---|
| Capture: build-menu corner capture | shipping |
| Paste: brush hijack plus restore | shipping |
| Overlay: event log, armed card, NEED panel | shipping |
| Companion keybind remaps | shipping |
| Library 3D wireframe preview | shipping |
| Unsigned installer and signed updater | shipping in v0.6.4 |
| Public Steam sign-in | shipping |
| Companion generated-build tab | in development |
| Inventory-aware NEED panel | in development |
Privacy model
- The in-game mod sends nothing over the network.
- The companion only contacts windrose.build for account verification, pairing, Discover, My Builds, publish, install, and update checks on release builds. The Discord button opens the public invite in your browser only when clicked.
- Steam sign-in stores your Steam64 id, Steam display name, Steam avatar, site username, profile fields, account tier, companion access, and last sign-in time. It does not receive your Steam password, inventory, friends list, game library, playtime, or Steam payment details.
- Stripe handles payment details. windrose.build never sees card data.
- No third-party analytics ship today.
Troubleshooting
Fast checks for setup, launch, capture, paste, overlay, and companion access issues.
First checks
- 01
Restart Windrose
UE4SS does not hot-reload this Lua build. Restart after deploys, settings changes, and keybind saves.
- 02
Check UE4SS.log
Look for the Windrose Schematics loading banner and the local library path.
- 03
Check the daily mod log
The mod tees every log line to %APPDATA%\WindroseSchematics\logs\<date>.log.
- 04
Confirm the companion is paired
Preview companion builds stay locked until windrose.build confirms companion access online.
Get-Content "$env:APPDATA\WindroseSchematics\logs\$(Get-Date -Format yyyy-MM-dd).log" -Tail 50 -WaitCommon fixes
Launch modded does not load the mod
Run the companion setup wizard again, confirm the game path, then restart through Launch modded.
New keybinds do not work
Save in Settings, close Windrose, and start a fresh modded session. Runtime rebinds are not safe on this UE4SS build.
Overlay is missing
Press F9. If it is still absent, verify the companion is running and the overlay window has not been disabled by Windows focus settings.
Paste ghost is awkward to place
Use 1 or 2 to nudge height, and V for Windrose's native raised build camera. v0.6 lifts the native projection clamp to 6000 uu; the F7 debug camera is parked because it could trap input.
Publish or My Builds fails
Check companion access, sign in again, and confirm the schematic is a valid .schematic.v1.json file.
A capture misses an object
Schematic v1 captures known build entries today. Unknowns are logged so coverage can grow without changing old files.
Need help
Join the Windrose Discord for install help, feature requests, build-sharing, and quick release notes.
FAQ
Answers to the questions people usually ask before trying the mod or companion.
Do I need the companion?
The mod can be installed manually and controlled through ws_* console commands, but the companion is the supported path. It handles setup, launch mode, local library browsing, keybind settings, publish, install links, and the overlay.
Does the mod send telemetry?
No. The Lua mod has no network code. The companion contacts windrose.build only for explicit account, browse, publish, install, and update flows. The Discord support button opens the public invite in your browser only when clicked.
What does Steam sign-in track?
Steam sign-in is used for creator credit, publishing, companion pairing, supporter status, and moderation. windrose.build stores your Steam64 id, Steam display name, Steam avatar, site username, profile fields, account tier, companion access, and last sign-in time. It does not receive your Steam password, inventory, friends list, game library, playtime, or Steam payment details.
Does capture interfere with left click?
It does not need to. Capture runs through the build menu instead of shovel clicks, so left click stays native everywhere. Mark corners with E, remove the last with R, and confirm with T.
Why do settings require a restart?
UE4SS keybind registration happens at boot, and this build has no safe unregister or hot-rebind path. The companion writes state\keybinds.json, then the mod applies it during the next launch.
Can I publish private builds?
Yes. Publish from the companion and choose public or private visibility. Public builds appear in browse and profile surfaces; private builds stay owner-scoped.
What happens if a game update changes assets?
Reflection calls are guarded in the Lua mod so missing classes or changed properties show up as log lines instead of crashes. Capture and paste coverage may still need follow-up work after a game patch.
Project Reference
Architecture notes and public contracts for the shipped Windrose Schematics surfaces.
The product in one pass
Architecture
The canonical component map and shipped-behavior source of truth.
Schematic Format
The on-disk v1 JSON contract consumed by the mod, companion, website, and shared package.
keep docs and shipped behavior together
These public docs describe shipped behavior. If the product changes, update the docs alongside the release.
- Current tester release
- v0.6.4
- Release tag
- companion-v0.6.4
- Large-build helper
- 6000 uu native projection clamp
- F7 freecam
- parked
Architecture
The component boundaries, file contracts, and network contracts behind Windrose Schematics.
Component contracts
Mod
Small, real-time, in-game. It captures, pastes, lifts the native build projection clamp to 6000 uu, writes JSON and JSONL, reads keybind overrides, and stays defensive around UE4SS reflection.
Companion
Rich desktop UX. It reads the shared folder, renders the overlay, owns account pairing, deploys bundled mod updates, and calls web APIs when the user asks.
Website
Community and account surface. It owns browse, profiles, schematic image galleries, public schematic APIs, billing, admin, and paired-device auth.
Shared package
TypeScript contracts and cost data so the companion and website agree on schematic shape and material totals.
Data flow
Windrose game
-> UE4SS Lua mod
-> %APPDATA%\WindroseSchematics
-> Tauri companion
-> windrose.build over HTTPS when the user pairs, browses, publishes, or installsno sockets between mod and companion
The mod and companion communicate through JSON and JSONL files. That keeps the in-game surface small, debuggable, and easy to inspect after a session.
Current release state
| Surface | Current note |
|---|---|
| Mod | v0.6.4 ships the native build projection reach patch at 6000 uu. F7 debug freecam remains parked. |
| Companion | Release drill must prove updater, stale deployed mod detection, Update mod, and modded launch. |
| Website | Invite-gated v0.6 test window with profiles, browse, billing, publish APIs, and schematic galleries. |
| Release | The previous signed artifact is not being published. v0.6.4 continues the public unsigned companion path with signed updater metadata. |
Defensive code that is intentional
- Lua pcall wrappers around UE4SS reflection calls and UFunction invocations.
- Companion path canonicalization and trust-root checks on IPC commands that accept paths.
- Companion read_capped stat checks before allocating file contents.
defensive slop gets removed
Extra guards, pcall wrappers around non-reflection Lua, any casts, TODOs, debug logs, and duplicate utilities should not be added just in case.
Schematic Format
The v1 JSON file shape used for local captures, paste, publish, install, and material breakdowns.
Filename
<timestamp>-<source>.schematic.v1.jsonEvery captured or generated build is a normal JSON file under the local library folder. The mod and companion both read and write the same files.
Top-level shape
{
"schema": "windrose.schematic",
"version": 1,
"metadata": {},
"origin": {},
"bounds": {},
"counts": {},
"entries": [],
"unknowns": []
}Important fields
| Field | Purpose |
|---|---|
| metadata | Capture time, mod version, source, game build, player name, and note. |
| origin | The world pose and local frame that every entry transform is relative to. |
| bounds | Capture bounds and human-readable size in meters. |
| counts | Entry totals and capture diagnostics. |
| entries | Placed build items with item path, transform, state, graph id, class hint, source ref, and extras. |
| unknowns | Observed objects that capture could not serialize yet. |
Validation rules
- schema must be windrose.schematic and version must be 1.
- origin.frame must be recognized.
- entry kinds must be recognized or skipped as unknown.
- entry transform locations must be finite.
- item_path must be present for kinds that need a game asset.
- Optional fields default safely so older captures keep working.