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Variants

Manage and activate Variants in your project by using the Editor's Variant Manager UI. First, ensure that you have the Variant Manager plugin activated to enable this UI. After that you'll be able to see the Variant Management panel that is divided into four columns. On the left-hand column there's a list of Actors. To connect an Actor to a Variant, simply drag the Actor to the Variant on the left column. To debind an Actor click it in the list, then select Unbind within the context menu.

The Values panel is located in the right-hand column. Click on a property to see its saved value. The right-hand button allows you to record the current value. When you change the value the Variant will update the recorded value and record the new value for that property. This won't affect the value in the Level Viewport, but it will be saved to your project. The Variant will then be able call the functions exposed by the bound Actor when the Variant activates.

Contrary to the previous Variant Manager unlike the previous Variant Manager, the Variant Manager can capture properties that are exposed by Blueprints. These properties are then automatically bound to Actors. You can also associate your Actors' properties to Variants. If the Variant is set to on the property's captured value will match the Variant's value. If the Variant is off, the property's recorded value won't be updated.

You'll also be able to view the constraints for the Variant that you are currently working on in the Values panel. If your Variant is set to 150 percent BOM, as an example you'll notice that the car's model has also been set to 150 percent. This information can be used in your user interfaces. You can also switch between various trim options available to the Variant.

Variants, like the other components in Unreal can be edited and integrated into your project. Once you've created the Variant and linked it to an Actor, you can use the Variant Manager in order to activate the Variant and modify the properties of the Actor. If you're developing an interface, you can use thumbnail images to display the various Variants you're working with.