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Variants

Actively manage Variants in your project by using the Unreal Editor's Variant Manager UI. To enable this UI, you need to first enable the Variant Manager Plugin installed. Once you've enabled it you'll be able to see the Variant Manager panel which is divided into four columns. The left-hand column has an alphabetical list of Actors. Drag the Actor to the Variant in left-hand column to tie it. To remove an Actor click it in the list, then select Unbind within the context menu.

The Values panel is located in the right-hand column. Click on a property's name to view its saved value. The left-hand button allows you to record the current value. Variant will change the value that was recorded and store the updated value for the property. The Level Viewport value won't be affected however the project will be saved. The Variant will then be able invoke the functions exposed by the bound Actor when the Variant activates.

The Variant Manager can record 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 active the property's captured value will match the value of the Variant. If the Variant is off, the property's captured value won't be updated.

You'll also be able to look at the constraints for the Variant that you are currently working on in the Values panel. If your Variant is set to 150 BOM %, for instance you'll see that the car's model has been set to 150%. You can incorporate this information in your user interfaces. You can also switch between various trim options available to the Variant.

Like other components in Unreal, Variants can be modified and added to your project. Once you've created your Variant, you can bind it to an Actor and saved it, the Variant Manager can be used to activate the Variant or modify the Actor's properties. To show the Variants in your interface you can make use of thumbnail pictures.