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Variants

Utilize the Unreal Editor's Variant Management interface to activate and manage Variants within your project. To enable this UI, it is necessary first turn on the Variant Manager Plugin enabled. Once you've activated the Variant Manager plugin, you will see the Variant Management panel. It is divided into four columns. The left-hand column houses the list of actors. To bind an Actor to a Variant, simply drag the Actor to the Variant in the left-hand column. 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 see the Values panel. If you click on a property, you'll see its value saved. You can also save the current value by pressing the right-hand button. When you alter the value, the Variant will update the recorded value and store the new value for that property. This won't affect the value in the Level Viewport, but it will be saved in your project. The Variant will then be able to invoke the functions exposed by the bound Actor when the Variant is activated.

The Variant Manager can record the properties that Blueprints expose unlike the previous Variant Manager. These properties can be automatically bound to Actors. You can also tie the properties of your Actors to Variants. If the Variant is enabled, the property's captured value will match the Variant's value. If the Variant is off, the property's values that are captured won't be updated.

You'll also be able look at the constraints for the Variant you're currently working on in the Values panel. If your Variant is set to 150% BOM, for example, you will see that the car's model has also been set to 150%. You can use this information in your user interfaces. You can also switch between different trim options of the Variant.

Variants, as with other components in Unreal can be edited and added into your project. Once you've created the Variant, and then bind it to an Actor you can use the Variant Manager to activate the Variant and alter 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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