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Variants

Manage and activate Variants in your project with the help of the Unreal Editor's Variant Manager UI. First, make sure that you have the Variant Manager plugin turned on to enable this UI. Once you have enabled the Variant Manager Plugin, you will see the Variant Management panel. It is divided into four columns. The left-hand column contains an alphabetical list of Actors. To connect an Actor to a Variant simply drag the Actor to the Variant on the left column. To unbind an Actor click it with a right-click in the list and select Unbind from the context menu.

The Values panel is located in the right-hand column. If you click on a property, you'll see its saved value. The right-hand button allows you to record the current value. When you alter the value, the Variant will update the recorded value and store the new value for the property. The Level Viewport value won't be affected, but the project will be saved. When the Variant is activated the Variant will have the ability to call the functions that are available to the bound Actor.

The Variant Manager is able to capture properties that Blueprints expose, unlike the previous Variant Manager. These properties are then automatically bound to Actors. click here to read can also bind the properties of your actors to Variants. If the Variant is on the property's captured value will be the same as the Variant's value. If the Variant is off, the property's captured value won't be updated.

In the Values panel you'll also see the limitations of the Variant you're currently working on. For instance, if you're current Variant is set to 150% BOM, you'll see that the car's model also has 150 percent BOM. This information can be used in your user interfaces. You can also toggle between the various trim options available to the Variant.

Variants, as with other components in Unreal can be edited and incorporated into your project. Once you've created the Variant, you can bind it to an Actor and save it. the Variant Manager can be used to activate the Variant or change the properties of the actor. If you're creating an interface, you can use thumbnail images to display the different Variants you're working with.

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