# Skin Data

The skin system is based on property overriding for StaticMeshComponent and SkeletalMeshComponent. It uses the target system to target the components of an actor.

Theoretically, it's possible to apply skins to any actor as long as it has the correct tag setup on its components. However, for this to work correctly, the actor must use the Asset Edit interface, internal application functions, and replication.\
The property where you store the skin data must be replicated with RepNotify, and you must apply the skin on change.\
Reality's native actors already support this mechanism.

<figure><img src="/files/UjY66ARKjnfDiYYYJ8iB" alt=""><figcaption></figcaption></figure>

## Target System

The override system is based on Component tags to be able to target specific primitive components; it must start with "**RSkin\_**" to be listed.\
The Reality Interactable actor and Reality Character have "**RSkin\_Base**" on their base mesh.

## Override support :&#x20;

* Override StaticMesh
* Override SkeletalMesh
* Override Material slot by index
* Override PrimitiveData
  * Primitive Data Float
  * Primitive Data Vector4 ( Color )

## Native Function

* ApplySkinAsync
* ApplySkinToActor


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