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Variants

Use the Unreal Editor's Variant Management UI to enable and manage Variants in your project. First, make sure that you have the Variant Manager plugin activated to enable this UI. Once you've enabled it, you'll see the Variant Manager panel that is divided into four columns. The left-hand column houses an Actors list. Drag the Actor to the Variant in left-hand column and bind it. To unbind an Actor click it in the list then select Unbind within the context menu.

On the right-hand column you'll see the Values Panel. Click on a property's name to view its saved value. The right-hand side button lets you to save the current value. When you change the value the Variant will update the captured value and save the updated value for the property. The Level Viewport value won't be affected, but the project will be saved. When the Variant activates, the Variant will be able to access the functions accessible to the bound Actor.

The Variant Manager can record properties that Blueprints disclose, unlike the previous Variant Manager. These properties are then automatically bound to Actors. You can also associate your Actors' properties 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.

Additionally, you'll be able to view the constraints for the Variant that you are currently working on in the Values panel. For example, if your current Variant is set to 150 percent BOM, you'll be able to 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 different trim options for the Variant.

Variants, as with other components in Unreal can be edited and integrated into your project. Once you've created your Variant, bind it to an Actor and save it. the Variant Manager can be used to activate the Variant or modify the Actor's properties. To display the Variants on your interface you can show thumbnail pictures.

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