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Variants

Utilize the Unreal Editor's Variant Management interface to activate and manage Variants in your project. To enable this UI, you have to first have the Variant Manager plugin enabled. Once you have enabled the Variant Manager Plugin you will be able to see the Variant Management panel. It is divided into four columns. The left-hand column contains an Actors list. To bind an Actor to a Variant, simply drag the Actor to the Variant on the left column. To debind an Actor click on it in the list and then select Unbind from within the context menu.

The Values panel is located in the right-hand column. Click on a property to see its saved value. The right-hand side button lets you to record the current value. When you alter the value the Variant will update the captured value and store the new 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 is activated.

In contrast to the previous Variant Manager however, the Variant Manager can record properties that are exposed by Blueprints. These properties can then be automatically bound to Actors. You can also bind the properties of your Actors to Variants. If the Variant is active the property's value of capture will be the same as that of the Variant. If the Variant is off the property's captured values won't get changed.

Additionally, you'll be able to see the constraints for the Variant you're 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 has 150 percent BOM. This information can be used in your user interfaces. You can also toggle between the various trim options of the Variant.

Like other components in Unreal Variants can be edited and then added to your project. Once you've created the Variant and linked 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 creating an interface, you can use thumbnail images to showcase the various Variants you're working with.

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