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작성자 Lazaro 댓글 0건 조회 18회 작성일 24-05-06 12:58

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Variants

Actively manage Variants in your project by using the Editor's Variant Manager UI. First, ensure that you have the Variant Manager plugin enabled to enable this UI. Once you've enabled it you'll see the Variant Manager panel which is divided into four columns. The left-hand column has a list with Actors. To connect an Actor to a Variant simply drag the Actor to the Variant in the left-hand column. To remove the binding of an Actor click on it in the list, then select Unbind within the context menu.

On the right-hand column, you'll see the Values Panel. If you click on a property you'll see the value that was saved. You can also record the current value by pressing the right-hand side button. When you alter the value, the Variant will update the captured value and record the new value for that property. The Level Viewport value won't be affected, but the project will be saved. The Variant will then be able to call the functions that are exposed by the bound Actor when the Variant is activated.

In contrast to the previous Variant Manager however, the Variant Manager can capture properties that are exposed by Blueprints. These properties can be automatically bound to Actors. You can also bind the properties of your actors to Variants. If the Variant is active, the property's capture value will be identical to that of the Variant. If the Variant is off, the property's recorded values won't be updated.

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Variants, as with other components in Unreal can be edited and added into your project. Once you've created the Variant and bind it to an Actor You can make use of the Variant Manager to activate the Variant and modify the properties of the Actor. To display the Variants within your interface, you can use thumbnail images.

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