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Variants

Manage and activate Variants in your project using the Unreal Editor's Variant Manager UI. First, make sure you have the Variant Manager plugin installed to enable this UI. Once you've enabled it you'll be able to be able to view the Variant Manager Panel that is divided into four columns. In the left column, there's a list of Actors. Drag the Actor to the Variant in left-hand column to tie it. To debind an Actor, 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 view its saved value. The left-hand button allows you to save the current value. Variant will alter the value it has recorded and store the updated value for the property. It won't alter the value in the Level Viewport, but it will be saved in your project. The Variant will then be able invoke the functions exposed by the bound Actor when the Variant is activated.

The Variant Manager can be used to capture the properties that Blueprints expose unlike the previous Variant Manager. These properties are then automatically bound to Actors. You can also associate the properties of your actors to Variants. If the Variant is active, the property's capture value will be the same as 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 see the constraints of the Variant you're currently working on. If your Variant is set at 150 percent BOM, as an example, you will see that the car's model has been set to 150%. This information can be used in your user interfaces. You can also toggle between different trim options for the Variant.

Variants, like other components in Unreal can be edited and added into your project. After you've created the Variant, 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. To display the Variants on your interface you can make use of thumbnail pictures.

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