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Variants

You can activate and manage Variants within your project using the Unreal Editor's Variant Manager UI. To enable this UI, it is necessary to first enable the Variant Management Plugin enabled. After you have enabled the Variant Manager Plugin, you will see the Variant Management panel. It is divided into four columns. In the left column, you'll find a list Actors. To tie an Actor [Redirect-301] to a Variant, simply drag the Actor to the Variant in the left-hand column. To debind an Actor click it with a right-click in the list and choose Unbind from the context menu.

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

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

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

As with other components of Unreal Variants can be edited and 98.vaterlines.com then added to your project. After you've created the Variant, you need to bind it to an Actor and saved it, the Variant Manager can be used to activate the Variant or alter the properties of the actor. If you're developing an interface using thumbnail images to show the various Variants you're working with.

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