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Variants

Use the Unreal Editor's Variant Management UI to activate and manage Variants within your project. To enable this UI, you have to first enable the Variant Manager Plugin installed. After that you'll be able to view the Variant Manager Panel, which is divided into four columns. In the left column, you'll find a list of Actors. To connect an Actor to a Variant simply drag the Actor to the Variant in the left column. To debind an Actor simply right-click it in the list and select Unbind from the context menu.

In the column to the right, you'll find the Values panel. Click on a property to see its saved value. The right-hand button allows you to record the current value. Variant will change the value that was recorded and save the updated value for the property. This won't affect the value in the Level Viewport, but it will be saved in your project. slotdemo pragmatic will then be able to call the functions exposed by the bound Actor when the Variant activates.

The Variant Manager can record properties that Blueprints expose, unlike the previous Variant Manager. These properties are then automatically bind to Actors. You can also tie the properties of your actors to Variants. If the Variant is active the property's captured value will be identical to that of the Variant. If the Variant is off, the property's recorded value won't be updated.

In the Values panel you'll also be able to see the limitations of the Variant you're currently working on. For example, if your current Variant is set to 150 BOM, you'll find that the car's model is 150% BOM. This information can be used in your user interfaces. You can also toggle between different trim options for the Variant.

Variants, like the other components in Unreal can be edited and incorporated into your project. Once you've created your Variant, you can bind it to an Actor and save it, the Variant Manager can be used to activate the Variant or alter the properties of the actor. If you're creating an interface you can make use of thumbnail images to showcase the various Variants you're working with.

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