GetPlayerSkinColor

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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; resetPlayerSkinColor returns this getter to false. The tattoo override is independent.
  • The getter remains queryable during onPlayerQuit so resource persistence can capture the final state.
  • See Player customization and Player tattoo catalog.