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// CharacterSkinEditor.cpp #include "CharacterSkinEditor.h"

#include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CharacterSkinEditor.generated.h"

private: // ...

// ...

// CharacterSkinEditor.h #pragma once

void ACharacterSkinEditor::OpenSkinEditor() { // Open the skin editor UI SkinEditor->SetVisibility(true); // ... } This example demonstrates a basic character skin editor that could be extended to include more features.

UFUNCTION(BlueprintCallable, Category = "Character Skin Editor") void OpenSkinEditor(); south park the fractured but whole switch nsp verified

Keep in mind that this is a hypothetical example and actual implementation details may vary depending on the game's engine, architecture, and specific requirements.