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Variants

Utilize the Unreal Editor's Variant Management UI to enable and manage Variants in your project. To enable this UI, you have to first enable the Variant Manager plugin enabled. Once you've activated the Variant Manager plugin it will display the Variant Management panel. It is divided into four columns. The left-hand column houses a list with Actors. Drag the Actor to the Variant in the left-hand column and bind it. To remove an Actor simply right-click it in the list and choose Unbind from the context menu.

On the right-hand column, you'll see the Values Panel. If you click on a property you'll see its value saved. The left-hand button allows you to record the current value. Variant will modify the value recorded and store the updated value for the property. The Level Viewport value won't be affected however the project will be saved. When the Variant activates, the Variant will be able to call the functions exposed to the bound Actor.

The Variant Manager can capture properties that Blueprints disclose, unlike the previous Variant Manager. These properties can then be automatically linked to Actors. You can also bind the properties of your actors to Variants. If the Variant is turned on the property's captured value will be matched to the Variant's. If the Variant is off, the property's recorded value won't be updated.

In the Values tab, you'll also be able to see the constraints of the Variant that you're currently working on. If your Variant is set at 150 percent BOM, for instance you'll see the car's model has also been set to 150%. This information can be used in your user interfaces. You can also switch between different trim options for the Variant.

Variants, like the other components in Unreal can be edited and integrated into your project. Once you've created the Variant, and then bind it to an Actor you can make use of the Variant Manager to activate the Variant and change the properties of the actor. To display the Variants in your interface you can use thumbnail images.

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