private: // ...
Here's a simple example of how the character skin editor could be implemented using C++ and the Unreal Engine (assuming the game uses UE):
To develop a feature for "South Park: The Fractured but Whole" on the Nintendo Switch (NSP verified), I'll need to clarify a few things. Assuming you're referring to a potential mod or enhancement, I'll provide a general outline of what could be possible.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Skin Editor") class USkinEditor* SkinEditor; };
"Customizable Character Skins and Outfits"