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Variants

Use the Unreal Editor's Variant Management interface to activate and manage Variants in your project. First, make sure you have the Variant Manager plugin enabled to enable this UI. Once you do you'll see the Variant Management panel that is divided into four columns. The left-hand column has an Actors list. Drag the Actor to the Variant in the left-hand column to tie it. To remove an Actor click on it in the list then select Unbind 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. The right-hand tab allows you to record the current value. When you change the value, the Variant will update the recorded value and save the new value for that property. The Level Viewport value won't be affected however, the project will be saved. The Variant will then be able to call the functions provided by the bound Actor when the Variant activates.

The Variant Manager is able to capture the properties that Blueprints expose unlike the previous Variant Manager. These properties are then automatically bound to Actors. You can also associate the properties of your actors to Variants. If the Variant is active the property's value of capture will match the value of the Variant. If the Variant is off, the property's recorded values 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 percent BOM, you'll be able to see that the car's model also has 150% BOM. You can use this information in your user interfaces. You can also switch between various trim options available to the Variant.

Variants, as with other components in Unreal can be edited and added to your project. Once you have created the Variant, bound it to an Actor and saved it, the Variant Manager can be used to activate the Variant or alter the Actor's properties. To show the Variants in your interface, you can use thumbnail pictures.

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