GetPlayerSkinColor
getPlayerSkinColor
AVAILABLE FROM UPDATE 0.1.3
This function is available in G1R:MP 0.1.3 and later. The contract below includes the compatibility guarantees introduced in that update.
Returns the player's enabled server-side skin-color override, not a sampled on-screen color.
Syntax
table|false getPlayerSkinColor(int playerId)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | The connected player identifier. |
Returns
Returns a table {r = ..., g = ..., b = ...} containing integer sRGB channels from 0 through 255, or false if no override is enabled or the player/state is unavailable.
Examples
Read the override without confusing a reset with a white tint:
local color = getPlayerSkinColor(playerId)
if color then
outputDebugString(string.format("Skin RGB: %d %d %d", color.r, color.g, color.b))
else
outputDebugString("No enabled skin-color override, or player unavailable.")
end
Notes
- Available only in server-side resource scripts.
- Alias:
GetPlayerSkinColor. - Read-only. The returned table describes canonical server state, not Unreal's final pixels or a rendering acknowledgement; it does not report the native material's default RGB.
- A white override returns a table;
resetPlayerSkinColorreturns this getter tofalse. The tattoo override is independent. - The getter remains queryable during
onPlayerQuitso resource persistence can capture the final state. - See Player customization and Player tattoo catalog.