So, what do you mean under qualitative skeletal meshes - meshes with 60k tris or meshes with 8k textures size? It depends… Say, you making game for mobile platforms, or for top gamers configs, how many characters can be placed at one time on the map, how complex they are, what kind of cloth/hairs they are have (classic bones, APEX, nVidia hair for example)… Weapon/armor complexity - and is only for characters, without particles, sounds etc. First idea of my stuff - fast prototyping, if you have three members in your team for example - one can work with GUI, other with code, last with modeling. System itself contains all three parts - GUI, code and model ready to use. It is not just customization interface, only two games, as I know have such system for now, and both are AAA as they say. Without third party tools it is very hard to make even tattoo to use in my stuff, but with them it takes several seconds. All body/head parts have their own models and physics assets to provide collision with mouse, but ultimate user don’t want to know, how it works… Adding options to change characters params(color, paintings etc) is as simplier as I can imagine - so, it is more develepmont stuff, than ready to go complete set to make game in seconds. There is some other products of such kind - iClone, Daz, Mixamo(free for now) at all… As for saving - I use gameinstance for that, but it is not a big deal to save data to disc like in single player game, or to server, like MMO games do