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Variants

Activate and manage Variants in your project with the help of the Unreal Editor's Variant Manager UI. To enable this UI, you need to first enable the Variant Manager plugin enabled. Once you do, you'll see the Variant Management panel which is divided into four columns. On the left-hand column there's a list of Actors. Drag the Actor to the Variant in the left-hand column and bind it. To debind an Actor click on it in the list, and then select Unbind from within the context menu.

The Values panel is located in the right-hand column. Click on a property and you'll be able to see its saved value. You can also record the current value by pressing the right-hand button. When you change the value, the Variant will update the recorded value and store the new value for the property. The Level Viewport value won't be affected, but the project will be saved. When the Variant is activated the Variant will be in a position to access the functions accessible to the bound Actor.

The Variant Manager can capture the properties that Blueprints reveal, unlike the previous Variant Manager. These properties are then automatically bound to Actors. You can also bind the properties of your actors to Variants. If the Variant is set to on the property's captured value will be matched to the Variant's. If the Variant is off, the property's captured values won't get updated.

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

As with other components of Unreal Variants are able to be edited and then added to your project. Once you've created the Variant and linked it to an Actor it is possible to make use of the Variant Manager to activate the Variant as well as modify the Actor's properties. If you're developing an interface you can make use of thumbnail images to showcase the different Variants you're working with.

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