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Variants

Use the Unreal Editor's Variant Management UI to enable and manage Variants in your project. First, ensure you have the Variant Manager plugin enabled to enable this UI. After that you'll see the Variant Manager panel which is divided into four columns. On the left-hand column you'll see a list of Actors. Drag the Actor to the Variant in left-hand column and bind it. To unbind an Actor click on it in the list then select Unbind within the context menu.

In the column to the right, you'll see the Values tab. If you click on a property, you'll see its saved value. The right-hand tab allows 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. When the Variant activates, the Variant will be able to call the functions available to the bound Actor.

The Variant Manager can record the properties that Blueprints expose unlike the previous Variant Manager. These properties are then automatically bound to Actors. You can also associate the properties of your actors to Variants. If the Variant is on the property's recorded value will be identical to the Variant's value. If the Variant is off the property's recorded values won't be updated.

Additionally, you'll be able to view the constraints for the Variant you're currently working on in the Values panel. If your Variant is set at 150 BOM %, for instance you'll see the car's model has also been set to 150%. This information can be used to enhance your user interfaces. You can also choose between the 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 bind it to an Actor, you can use the Variant Manager in order to activate the Variant and change the Actor's properties. To show the Variants in your interface you can make use of thumbnail pictures.

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