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Variants
Use the Variant Management UI in order to activate and manage Variants within your project. First, make sure you have the Variant Manager plugin enabled to enable this UI. Once you do you'll be able to see the Variant Manager panel, which is divided into four columns. On the left-hand column, there's a list of Actors. Drag the Actor to the Variant in the left-hand column and bind it. To debind an Actor click it in the list then select Unbind within the context menu.
In the column to the right, you'll find the Values panel. If you click on a property you'll see the value that was saved. You can also record the current value by clicking the right-hand button. Variant will change the value that was recorded and store 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 invoke the functions exposed by the bound Actor when the Variant activates.
The Variant Manager can be used to capture properties that Blueprints disclose, unlike the previous Variant Manager. These properties are then automatically bind 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 values that are captured won't be updated.
In the Values panel, you'll also see the constraints of the Variant that you're currently working on. If your Variant is set to 150% BOM, for example you'll see the car's model has also been set to 150 percent. You can use this information in your user interfaces. You can also switch between various trim options of the Variant.
As with other components of Unreal Variants can also be edited and added to your project. Once you've created the Variant and bind it to an Actor you can make use of the Variant Manager to activate the Variant and alter the properties of the Actor. If you're creating an interface you can use thumbnail images to show the different Variants you're working with.
