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Variants
Actively manage Variants in your project by using the Editor's Variant Manager UI. To enable this UI, you have to first enable the Variant Management Plugin enabled. Once you've enabled it you'll see the Variant Manager panel, which is divided into four columns. On the left-hand column, you'll find a list Actors. Drag the Actor to the Variant in left-hand column to bind it. To remove an Actor simply right-click it in the list and choose Unbind from the context menu.
The Values panel is located in the right-hand column. If you click on a property you'll see the value that was saved. The right-hand side button lets you to record the current value. Variant will alter the value it has recorded and save 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 to invoke the functions exposed by the bound Actor when the Variant activates.
The Variant Manager can record the properties that Blueprints expose unlike the previous Variant Manager. These properties can then be automatically bound to Actors. It is also possible to bind the properties of your Actors to Variants. If the Variant is enabled the property's captured value will be matched to the Variant's. If the Variant is off, the property's captured value won't be updated.
In the Values tab, you'll also be able to see the limitations of the Variant you're currently working on. If your Variant is set to 150% BOM, for example you'll see the car's model has been set to 150 percent. You can incorporate this information in your user interfaces. You can also switch between the various trim options available to the Variant.
Like other components in Unreal, Variants can be edited and then added to your project. Once you've created the Variant and bind it to an Actor You can use the Variant Manager in order to activate the Variant as well as modify the Actor's properties. To display the Variants on your interface you can use thumbnail pictures.