This tutorial shows, how to persist saved Customization Profiles for packaging and how to apply them to pawns.
Start the CharacterEditor_Showcase map and create some Customization Profiles in the in-game editor and save them as new profiles. Use the randomization feature, if desired.
[V11] Since V11 Gameplay Tag Update you can use the Character Editor Tools ➝ Randomization to edit a pawn.
Populate Saved Profile Data is disabled by default to avoid having undesired references in packaged games, if you pre-place characters in your levels. If you want to keep a character where you enabled this property, before packaging, we recommend to disable it again and clear the Saved Profile Data.
For shipping builds it is best to store profile to an array of FCustomizationProfile_V11 or a preset data table. Alternatively, you can store profiles in a database, while such an implementation is not provided, natively, and up to you.
For this tutorial, we use DT_PresetCustomizationProfiles_V11 (figure below) that is assigned to BP_Character ➝ Preset Data Table and passed to BP_CharacterCustomization ➝ Preset Data Table by BP_Character ➝ Construction Script.
You can use any of the profiles stored like above in the data table or even create a profile here in Blueprint.