The Character Editor configures how a Character looks and sounds for a specific placement in the level. It edits character accessory sets — body-part composites, skeleton choice, asset-set colours/decals, voice, demographic attributes, and foley — stored in the level’s CHARACTERACCESSORYSETS.BIN.
This is separate from the entity parameters on the Character node itself (class, alliance, anim sets, and so on). Those stay in the Entity Inspector; the Function editor covers the accessory-set data tied to each composite instance of that character.
The window closes if you reload commands, select a different entity, or switch composite.
A single Character entity can appear in more than one place in the level hierarchy. Accessory sets are keyed by composite instance, so each placement can have its own look.
Until at least one instance exists in the dropdown, the Composites and Metadata controls stay disabled.
The Composites group assigns the body-part composites for the selected instance. Each slot shows the current composite name (read-only) and a Change button that opens the composite picker:
Pick a composite to update that slot immediately on the accessory-set entry.
The Metadata group covers skeleton, asset set, voice, attributes, and movement foley for the selected instance.
Skeleton choice is split into two related dropdowns:
Asset Type picks a CUSTOM_CHARACTER_ASSETS set (colours and decals used for customizable NPC clothing).
Click Edit next to Asset Type to open the Character Asset Editor, which edits the global CUSTOMCHARACTERASSETDATA.BIN file (primary / secondary / tertiary colours and decal lists per asset set). That window is shared config data, not per-instance accessory-set fields.
Changing any of these updates the selected accessory-set entry immediately.
There is no separate Save button in the Character Editor. Edits write straight into the loaded level’s accessory-set data. Persist them with the usual level save — OpenCAGE writes CHARACTERACCESSORYSETS.BIN as part of saving the level.
Asset-set colour/decal edits made via Edit live in CUSTOMCHARACTERASSETDATA.BIN and follow that editor’s save behaviour.
Character entity; whether a custom accessory set is meaningful still depends on how that character is configured in the graph (for example custom-character parameters).