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Variants

Actively manage Variants in your project using the Unreal Editor's Variant Manager UI. To enable this UI, you need to first have the Variant Manager Plugin enabled. After that, you'll be able to view the Variant Manager Panel, which is divided into four columns. The left-hand column contains a list with Actors. To bind an Actor to a Variant simply drag the Actor to the Variant in the left-hand column. To remove the binding of an Actor click it in the list then select Unbind within the context menu.

The Values panel is located in the right-hand column. Click on a property to view its saved value. The right-hand button allows you to record the current value. Variant will modify the value recorded and store the updated value for the property. The Level Viewport value won't be affected however the project will be saved. If the Variant is activated the Variant will be in a position to access the functions accessible to the bound Actor.

The Variant Manager can capture the properties that Blueprints reveal, unlike the previous Variant Manager. These properties can be automatically linked to Actors. You can also associate 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 Holmes Trail is off the property's captured values won't get updated.

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

Like other components in Unreal Variants are able to be edited and then added to your project. After you've created the Variant, bound it to an Actor and save it, the Variant Manager can be used to activate the Variant or change the Actor's properties. To display the Variants within your interface you can show thumbnail pictures.

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