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Variants
Actively manage Variants in your project by using the Unreal Editor's Variant Manager UI. To enable this UI, you have to first enable the Variant Manager Plugin enabled. Once you've done that you'll be able to see the Variant Management panel which is divided into four columns. In the left column, there's a list of Actors. Drag the Actor to the Variant in left-hand column and bind it. To unbind an Actor click it in the list and then select Unbind from within the context menu.
The Values panel is located in the right-hand column. Click on a property and you'll be able to see its saved value. The right-hand side button lets you to save the current value. Variant will update the value captured and save the updated value for the property. This won't affect the value in the Level Viewport, but it will be saved in your project. When the Variant is activated, the Variant will be in a position 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 can be automatically bound to Actors. You can also associate the properties of your Actors to Variants. If the Variant is active the property's captured value will be the same as the value of the Variant. If the Variant is off, the property's recorded value won't be updated.
You'll also look at the constraints for the Variant you're currently working on in the Values panel. If your Variant is set at 150 percent BOM, for instance you'll see the car's model has also been set to 150 percent. You can use this information in your user interfaces. You can also switch between the different trim options of the Variant.
Variants, like other components in Unreal can be edited and added into your project. Once you've created the Variant and linked it to an Actor, you can use the Variant Manager to activate the Variant as well as modify the properties of the Actor. To display the Variants on your interface you can use thumbnail images.