01 / DIRECT ANSWER
How do you create a player without risking the save?
Save a separate recovery slot, stay outside FC’s own Edit Player screen, press F9 and open Players. For a blank identity use Data → Create New, enter an ID you have checked as unused, then Confirm. Clone only when you need a separate player based on a source. Use a preset for a bundled Icon/player identity, Overwrite Data for predefined fields on a verified target, and Delete only when release is not the intended result. Inspect the exact ID, save the destination and prove it after reload.
Needs a target-ID collision check.
ADD A RECORDNeeds an exact target match and rollback.
CHANGE A RECORDNot the same as moving to Free Agents.
REMOVE A RECORD02 / FIVE-ACTION CLASSIFIER
Start from the intended result—not the nearest menu label
Original fictional or missing player
- IDENTITY
- New target ID
- BOUNDARY
- Generated starting data
A second identity based on a source
- IDENTITY
- Source + new target
- BOUNDARY
- Inheritance scope unpublished
Bundled Icon/player identity
- IDENTITY
- Preset source + target
- BOUNDARY
- Asset-sensitive ID
Predefined fields on a target
- IDENTITY
- Existing target ID
- BOUNDARY
- Replacement scope unpublished
Remove the exact player
- IDENTITY
- Existing target ID
- BOUNDARY
- No GUI undo documented
03 / INTERACTIVE REGISTRATION DESK
Build the identity and recovery ticket locally
Classify the action, record source and target IDs, then complete the reload proof. The desk never contacts FC 26, reads a Career or performs an edit.
No FC 26 or save access
What should happen to the identity?
Choose the smallest action that matches the intended result. Delete and release are not synonyms; preset and overwrite are not generic versions of clone.
A generated player opens in Player Editor.
Do not assume the GUI treats 0 as random; that rule appears only on the legacy Lua page.04 / PLAYER-ID CONTRACT
The name is presentation; the ID owns the record
Needed for clone lineage and preset likeness.
Must be unused for creation or exact for overwrite/delete.
Useful with team and ID, never sufficient alone.
The GUI Wiki asks for a player ID; the legacy Lua page accepts an integer and lets callers pass 0 for a random ID, while warning users to switch to API v2. This article does not transfer that legacy Lua-only rule to the GUI.
05 / CREATE NEW
A blank registration opens as generated player data
Open the loaded destination.
Use the creator-documented route.
Search first; do not guess collision handling.
Player Editor opens generated data.
Generated is not finished. Inspect age, nation, position, team, contract, attributes, appearance, name and PlayStyles as separate player fields before persistence proof.
06 / CLONE EXISTING PLAYER
A clone is a branch—not a backup and not a rename
Capture ID, name, team and the intended starting properties.
Use a distinct, checked-unused target identity.
The v26.2.4 changelog confirms Clone Existing Player exists. It does not publish which linked records, miniface, unique animations, contract or team membership are copied. Verify each outcome instead of promising a perfect duplicate.
07 / PLAYER PRESETS & ICONS
The source ID is part of the likeness contract
The Wiki describes presets as an easy way to add Icons to an existing Career.
Required by the creator for the original miniface and unique animations.
ID, face tile, signature movement, team and player fields.
Equality does not override collision safety. If the source ID already exists in the current Career, stop. The public guide does not document a duplicate-ID resolver.
08 / OVERWRITE DATA
Keep the target identity; assume the field impact is broad
Name + team + visible baseline captured.
Exact replaced-field list is not published.
Never discover overwrite scope in the only good save. Use a restored test branch, inspect every high-value identity/contract/appearance field and reload before promoting the result.
09 / DELETE IS NOT RELEASE
One action changes the club; the other removes the player
Team membership changes to Free Agents. Use the dedicated transfer/release workflow.
REVERSIBLE THROUGH A NEW MOVEThe legacy Lua page deletes the first matching players record and all matching teamplayerlinks after the Free Agents step.
RESTORE THE PRE-DELETE SLOTThat page warns users to switch to API v2. Its row semantics are not a field-by-field GUI implementation guarantee; they still prove why “delete” must never be described as a stronger release.
10 / DESTINATION & TEAM MEMBERSHIP
Creation and club assignment are separate checkpoints
The older CreatePlayer documentation begins outside a normal club.
Use the transfer workflow to move the verified identity.
Search by ID and check current team.
GUI clone destination is unknown. Verify it. The feature atlas tracks the queued transfer, loan and release guide that will own the full team-movement procedure.
11 / SAFE ONE-PLAYER SEQUENCE
One identity, one operation, one restored branch
Separate Career slot; never overwrite it.
Career/squad name, date and mode.
Work from Squad Hub, Central or Office.
Source/target ID, visible name and team.
No attribute cleanup in the same experiment.
ID, team and obvious data before saving.
Player Save where applicable, then Career or Squads.
Search the same ID and compare the receipt.
12 / SAVE & RELOAD PROOF
Visible now is not the same as persistent later
Intermediate evidence only.
Normal edited-player checkpoint.
The in-game persistence layer.
Same identity and intended result survive.
13 / TWO DIFFERENT CREATE-PLAYER SYSTEMS
Main-menu squads and a loaded Career do not share one contract
Create before a new Career, save/current squads, then choose Use Current Squads. Current videos live here.
BASE-GAME SURFACECreate in the loaded offline environment with player IDs, presets, overwrite and richer field editing.
THIS GUIDEEA’s base-game created-player and Icon disappearance reports justify a reload test; they do not prove Live Editor uses the same storage path or shares the same bug.
14 / DATA, PORTRAIT & ANIMATION
A player can exist while the likeness is incomplete
The database identity and editable values.
Preset source-ID condition or separate Generate/Import workflow.
Separate field system with created-player limitations.
The creator includes these in the preset source-ID condition.
15 / FIRST-FAILURE DIAGNOSIS
Search the ID first; repair the first broken boundary
Return to an unused target or verify whether this is actually overwrite intent.
Creation succeeded; use the transfer route after backing up.
Restore and isolate create, clone, preset or overwrite.
Check preset source-ID equality and the separate appearance layers.
Verify exact destination, Player Save, Career/Save Squads and the loaded slot.
Exit and restore the untouched pre-delete slot.
16 / FRESH VIDEO AUDIT
Current search results mostly teach the other editor
Four searches returned 48 rows / 30 unique videos on 17 August 2026. Five relevant tracks were normalized. None documents the complete current Live Editor create → clone → preset → overwrite → delete contract.
Creator-linked flow; primary navigation evidence.
Built-in creation, current squads, Icons and PlayStyle context.
FC 25 Live Editor Icons title; rejected as factual evidence.
No safe full-operation walkthrough found.
EVIDENCE DECISION Creator Wiki/API/changelog own Live Editor behavior. EA and current videos define the base-game boundary. Community posts supply needs and symptoms, never undocumented tool semantics.
17 / FAQ
Player creation, cloning, presets and deletion questions
01How do I create a player in FC 26 Live Editor?+
Back up the intended Career, press F9, open Players → Data → Create New, enter a deliberately checked unused player ID and Confirm. Inspect the generated player in Player Editor, edit only the required fields, save and prove the same ID after a full Career reload.
02Does Live Editor generate a random player ID?+
The GUI Wiki says you enter the player ID. The legacy Lua page separately documents playerid 0 as a request for a random ID and warns users to move to API v2. Do not assume the GUI shares that 0 rule.
03Where is a newly created player assigned?+
The legacy Lua CreatePlayer documentation assigns a new player to Free Agents by default. The public GUI guide does not separately promise every create or clone destination, so verify the current team after creation.
04What is the difference between create and clone?+
Create New opens a randomly generated player under a chosen ID. Clone Existing Player starts from an existing player, but the creator does not publish which related rows, assets or team assignment the GUI clone inherits.
05What does Overwrite Data do?+
The creator documents it as the place to create a player with predefined attributes. A complete list of overwritten fields is not published, so use it only against a backed-up, verified target.
06How do I add an Icon with a player preset?+
Create the intended player, choose the preset and Confirm. If you need the original miniface and unique animations, the creator says the new player ID must equal the source player ID. First verify that this ID is not already occupied in the current save.
07Can two players use the same player ID?+
Do not plan an ID collision. The legacy Lua example explicitly checks that the requested ID does not already exist before creation. Search by ID in the exact Career or squad state first.
08Is Delete Player the same as Release Player?+
No. Release changes team membership; delete removes the player. The legacy Lua DeletePlayer page explicitly deletes a players-table record and matching teamplayerlinks after moving the player to Free Agents; the GUI is not documented row-by-row.
09Can I undo Delete Player?+
No one-click GUI undo is documented. Restore the separate pre-delete Career slot. Do not overwrite that recovery slot with the edited state.
10Why is my created player missing after reload?+
First search the recorded player ID, then verify the exact Career/squad destination, Player Save where applicable, in-game refresh and final Career or Save Squads action. Base-game created-player and Icon bugs are separate reports and do not prove a Live Editor cause.
11Can I create players for FUT, Clubs or Volta?+
No. Live Editor is not supported for online FUT, Clubs or Volta. The documented player-editing workflow is Manager Career-focused.
12Should I use FC 26 Create Player or Live Editor?+
Use the base-game main-menu editor when you want a current-squads player before a new Career. Use Live Editor when the target is the currently loaded offline Career and you need its richer player-data surface. Never mix the persistence rules.
18 / EVIDENCE LEDGER
Creator facts first; adjacent systems stay labeled
Create New route, chosen player ID, generated player, Overwrite Data, presets and source-ID asset condition.
Backup, Manager Career scope, FC Edit Player warning, Player Save, refresh and Career/Squads persistence.
CreatePlayer/DeletePlayer signatures, random-ID option, Free Agents default and row semantics; the page itself directs users to API v2.
PC/offline product scope and Create Player capability.
Delete in v26.1.5; create, clone and FUT Cards presets in v26.2.4.
Creator release confirmation for Create Player, Clone Existing Player and FUT Cards Presets.
Creator release confirmation for Delete Player.
FC/Live Editor compatibility snapshot at the research freeze.
Creator-linked Create Player From Preset visual flow.
Base-game Icons/Heroes availability, kept separate from Live Editor presets.
Current base-game symptom report; not proof of a Live Editor cause or fix.
Current base-game Icon reload symptom; establishes the need for reload proof only.
Current interest in custom academy casts, missing attributes and PlayStyles.
Current anxiety around squad updates and losing time-intensive created players.
Current fantasy-roster and Free Agents intent; not tool authority.
New transcript defines the separate main-menu/current-squads surface.
New transcript illustrates fresh-Career/current-squads intent, not in-save Live Editor behavior.
New transcript establishes Icons intent and a different squad-transfer route.
New transcript provides audience/test context only.
Exact adjacent title but music-only captions; rejected as technical evidence.
No public GUI ID range, clone field map, clone team-destination rule, overwrite field inventory, duplicate-ID resolver, preset inventory or one-click delete undo was found. Legacy Lua behavior is explicitly deprecated by its own page and never silently transferred to the GUI or API v2.