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Variants

Utilize the Unreal Editor's Variant Management interface to activate and manage Variants within your project. To enable this UI, you have to first have the Variant Management Plugin enabled. Once you've enabled it, you'll be able to see the Variant Manager panel that is divided into four columns. The left-hand column houses an Actors list. To bind an Actor to a Variant simply drag the Actor to the Variant on the left column. To debind an Actor you must right-click on it in the list and choose Unbind from the context menu.

In the column to the right, you'll see the Values tab. Click on a property to view its saved value. The right-hand button allows you to save the current value. When you change the value the Variant will update the captured value and store the new value for that property. The Level Viewport value won't be affected however, the project will be saved. When the Variant is activated, the Variant will have the ability to call the functions that are 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 bind to Actors. It is also possible to bind the properties of your actors to Variants. If the Variant is on the property's captured value will be identical to the Variant's value. If the Variant is off, the property's recorded value won't be updated.

In the Values panel you'll also be able to see the limitations of the Variant you're currently working on. For instance, if you're current Variant is set to 150% BOM, you'll see that the car's model is 150 percent BOM. This information can be used to enhance your user interfaces. You can also toggle between different trim options for the Variant.

As with other components in Unreal Variants are able to be edited and then added to your project. Once you have created the Variant, you can bind it to an Actor and saved it, the Variant Manager can be used to activate the Variant or change the Actor's properties. To display the Variants in your interface, you can use thumbnail images.

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