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Variants

Use the Unreal Editor's Variant Management UI to enable and manage Variants within your project. First, make sure you have the Variant Manager plugin turned on to enable this UI. Once you've activated the Variant Manager plugin you will be able to see the Variant Management panel. It is divided into four columns. The left column is the list of actors. To bind an Actor to a Variant simply drag the Actor to the Variant on the left column. To remove an Actor, right-click it in the list and choose Unbind from the context menu.

In the column to the right, you'll see the Values Panel. Click on a property's name to view its saved value. The right-hand button allows you to record the current value. Variant will modify the value recorded and save the updated value for the property. This will not 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 is activated.

As opposed to the prior Variant Manager unlike the previous Variant Manager, the Variant Manager is able to record properties that are exposed by Blueprints. These properties can then be automatically linked to Actors. You can also tie the properties of your Actors to Variants. If the Variant is active the property's capture value will match that of the Variant. If the Variant is off the property's values that are captured won't be updated.

Additionally, you'll be able to view the constraints for the Variant that you are currently working on in the Values panel. For instance, if your current Variant is set to 150 percent BOM, you'll be able to see that the car's model has 150 percent BOM. This information can be used in your user interfaces. You can also toggle between different trim options for the Variant.

Variants, as with 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 to activate the Variant as well as modify the properties of the Actor. If you're creating an interface, you can use thumbnail images to showcase the various Variants you're working with.

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