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Variants

You can activate and manage Variants within your project by using the Unreal Editor's Variant Manager UI. First, make sure that you have the Variant Manager plugin enabled to enable this UI. After you have activated the Variant Manager plugin, you will see the Variant Management panel. It is divided into four columns. The left-hand column houses an alphabetical list of Actors. To bind an Actor to a Variant, simply drag the Actor to the Variant in the left-hand column. To debind 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. If you click on a property you'll see its saved value. You can also record the current value by pressing the right-hand side button. 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. The Variant will then be able to call the functions exposed by the bound Actor when the Variant activates.

Unlike the previous Variant Manager The Variant Manager can be able to capture properties that are revealed by Blueprints. These properties can then be automatically linked to Actors. You can also associate your Actors' properties to Variants. If the Variant is active the property's capture value will be the same as the value of the Variant. If the Variant is off, the property's captured value won't be updated.

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

Variants, just 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 it is possible to use the Variant Manager in order to activate the Variant as well as modify the properties of the actor. If you're creating an interface you can make use of thumbnail images to display the different Variants that you're working with.

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