Use the server export
From server code:OpenWardrobe forces the editor into wardrobe mode.
It does not create a physical tailor session and does not give the player access to buy arbitrary clothing. It opens the saved-outfit experience only.
Example: hotel room
Why it is server-side
Persistent editor sessions are server-authorized. A random client should not be able to grant itself a save-capable wardrobe/editor lease. For that reason, this is the canonical integration:OpenWardrobe/persistent OpenEditor path directly is intentionally rejected with:
Client-only visual previews are different
There are legitimate cases where a script wants a local visual editor/preview without persistence. That is a different trust model and should use the explicitly local API where appropriate rather than pretending the session can save. For real houses/hotels, use the server export.One wardrobe database
Do not copy RCO outfits into a separate housing table unless you have a very specific reason. The whole benefit of this integration is that the character sees the same saved outfits everywhere:Recommended interaction flow
Do not use a tailor as a wardrobe shortcut
Openingclothing mode from a hotel room would expose clothing-shop behavior that your housing resource probably did not intend to grant.
Use OpenWardrobe when the feature is “change into an outfit I already own/saved.”
Use the general server OpenEditor(source, options) only when you intentionally want another editor mode and understand its authorization/persistence behavior.
