How does one save a character's hat?

yeah, its exactly why we wrapped it inside a pcall, can you resend your code with my new edits on it?

local dss = game:GetService("DataStoreService")
local myDataStore = dss:GetDataStore("Clothes8")

game.Players.PlayerRemoving:Connect(function(plr)
	pcall(function()
	local Wear = {}
	for _,item in pairs(plr.Items) do
		table.insert(Wear,item.Name)
	end
		myDataStore:SetAsync(plr.UserId,Wear)
	end)
end)

game.Players.PlayerAdded:Connect(function(plr)
	local data
	local Folder = Instance.new("Folder",plr)
	Folder.Name = "Items"
	pcall(function()
		data = myDataStore:GetAsync(plr.UserId)
	for _,item in pairs(data) do
		local Value	= Instance.new("StringValue",Folder)
		Value.Name = item
	end
	plr.CharacterAdded:Connect(function()
		for i, accessory in pairs(Folder:GetChildren()) do
			game.ServerStorage.Everything[accessory.Name]:Clone().Parent = plr.Character
		end
	end)
  end)
end)

I see nothing wrong with it. did you try testing in game rather than studio?

yes thats what i’ve been doing the whole time. studio and in game

what if i just make data variable a blank table at line 15 and then only change the data variable if GetAsync() returns something that isn’t nil.

someone recommended it.

yeah sure try it 30characterssss

I did some changes, that didn’t work perhaps i’m typing it wrong?
I don’t know just check it out

game.Players.PlayerAdded:Connect(function(plr)
	local data = {}
	local Folder = Instance.new("Folder",plr)
	Folder.Name = "Items"
	pcall(function()
		data = myDataStore:GetAsync(plr.UserId)
		if (Success and Response ~= nil) then
		data.edit
		end
	for _,item in pairs(data) do
		local Value	= Instance.new("StringValue",Folder)
		Value.Name = item
	end
	plr.CharacterAdded:Connect(function()
		for i, accessory in pairs(Folder:GetChildren()) do
			game.ServerStorage.Everything[accessory.Name]:Clone().Parent = plr.Character
		end
	end)
  end)
end)

You never defined Success and Response