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Variants

Activate and manage Variants in your project using the Unreal Editor's Variant Manager UI. To enable this UI, you'll need to first enable the Variant Manager Plugin installed. After that, you'll be able to view the Variant Manager Panel that is divided into four columns. On the left-hand column, there's a list of Actors. Drag the Actor to the Variant in left-hand column to bind it. To debind an Actor click it with a right-click in the list and choose Unbind from the context menu.

On the right-hand column you'll see the Values panel. Click on a property's name to view its saved value. The right-hand tab allows you to save the current value. Variant will change the value that was recorded and save the updated value for the property. The Level Viewport value won't be affected but the project will be saved. The Variant will then be able call the functions provided by the bound Actor when the Variant activates.

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

Additionally, you'll be able to look at the constraints for the Variant that you are currently working on in the Values panel. For example, if your current Variant is set to 150 BOM, you'll find that the car's model is also 150 percent BOM. This information can be used to enhance your user interfaces. You can also switch between different trim options for the Variant.

Variants, as with other components in Unreal can be edited and added to your project. Once you've created the Variant and linked it to an Actor You can use the Variant Manager to activate the Variant and change the properties of the Actor. To display the Variants in your interface, you can use thumbnail pictures.

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