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Variants

You can activate and manage Variants within your project using the Unreal Editor's Variant Manager UI. First, make sure you have the Variant Manager plugin enabled to enable this UI. After that, you'll be able to view the Variant Manager Panel that is divided into four columns. The left-hand column houses an Actors list. 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 on it in the list then select Unbind within the context menu.

On the right-hand column you'll see the Values tab. Click on a property and you'll be able to see its saved value. You can also record the current value by clicking the right-hand icon. If you alter the value the Variant will update the captured value and store the new value for the property. This won't affect the value in the Level Viewport, but it will be saved to your project. The Variant will then be able to call the functions provided by the bound Actor when the Variant activates.

As opposed to the prior Variant Manager, the Variant Manager can capture properties that are exposed by Blueprints. These properties can then be 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 identical to that of the Variant. If the Variant is off, the property's captured 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 instance, if the current Variant is set to 150 percent BOM, you'll be able to see that the car's model has 150% BOM. This information can be used in your user interfaces. You can also switch between various trim options of the Variant.

As with other components in Unreal Variants can be modified and added to your project. Once you've created the Variant, and then bind it to an Actor You can make use of the Variant Manager to activate the Variant and change the properties of the actor. If you're developing an interface you can make use of thumbnail images to display the different Variants you're working with.

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