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update Open Source Docs from Roblox internal teams
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content/common/navigation/engine/reference.yaml

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type: engineapi
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source: /reference/engine/classes/TerrainWriteOperation.yaml
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ignoreTranslation: true
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- title: WebStreamClient
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path: /reference/engine/classes/WebStreamClient
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type: engineapi
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source: /reference/engine/classes/WebStreamClient.yaml
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ignoreTranslation: true
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- title: Data Types
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path: /reference/engine/datatypes
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source: /reference/engine/datatypes.md
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type: engineapi
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source: /reference/engine/enums/WebSocketState.yaml
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ignoreTranslation: true
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- title: WebStreamClientState
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path: /reference/engine/enums/WebStreamClientState
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type: engineapi
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source: /reference/engine/enums/WebStreamClientState.yaml
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ignoreTranslation: true
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- title: WebStreamClientType
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path: /reference/engine/enums/WebStreamClientType
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type: engineapi
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source: /reference/engine/enums/WebStreamClientType.yaml
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ignoreTranslation: true
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- title: WeldConstraintPreserve
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path: /reference/engine/enums/WeldConstraintPreserve
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type: engineapi

content/en-us/characters/appearance.md

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Whether you are implementing layered accessories on an avatar R15 rig, or using a custom rig, ensure that your accessories and bodies include the following:
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- The target model includes a `Class.Humanoid` object in their model instance.
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- Character rigs [imported](../art/modeling/3d-importer.md#rig-general) as "Custom" instead of R15, must still include a `Class.Humanoid` object under the model instance to get clothing to fit, even if the character otherwise follows the R15 schema.
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- The target model, typically the body, has a `Class.WrapTarget` component on the meshes that additional models are intended to wrap around.
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- The layering model, typically the clothing or accessory, has a `Class.WrapLayer` component on the meshes meant to wrap the target model.
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- The **outer cage of the target model**, and the **inner and outer cage of the layering model** have matching UV maps.
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- The corresponding vertices on the target cage should have the same UVs as those vertices on the layer cage.
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- If your target model is not R15, or doesn't include a `Class.Humanoid`, you must add a `Class.Weld` object to the layering `Class.MeshPart`.
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- The `Class.Weld` must have `Part0` and `Part1` set to link the layering MeshPart to the Part hierarchy of the Model. For example, `Part0` refers to the accessory and `Part1` refers to the parent Part.
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- If your target model is both R15 and includes a `Class.Humanoid`, this weld is created automatically.
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<Alert severity = 'info'>
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See the following resources for additional information on layered clothing and caging:
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content/en-us/reference/engine/classes/AssetService.yaml

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they are called.
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- An active Team Create session in Studio blocks all saves from occurring.
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code_samples: []
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parameters: []
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parameters:
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- name: requestParameters
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type: Dictionary?
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default:
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summary: |
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Optional dictionary that includes `SaveWithoutPublish`, a boolean
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indicating whether to save with publish or without publish, and
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`PlaceId`, the destination place ID to save over. An example usage
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would be: AssetService:SavePlaceAsync({PlaceId = 1, SaveWithoutPublish
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= true}). If PlaceId is not provided, the default behavior will save
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over the current original place which is calling SavePlaceAsync. If
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SaveWithoutPublish is not provided, the default behavior is
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SaveWithoutPublish=false.
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returns:
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- type: ()
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summary: ''

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