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Variants

Use the Unreal Editor's Variant Management UI in order to activate and manage Variants in your project. First, ensure you have the Variant Manager plugin activated to enable this UI. Once you've enabled it, you'll see the Variant Manager panel which is divided into four columns. On the left-hand column you'll find a list Actors. To tie an Actor to a Variant simply drag the Actor to the Variant in the left column. 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. You can also record the current value by pressing the right-hand icon. If you change the value, the Variant will update the recorded value and save the new value for the property. The Level Viewport value won't be affected however the project will be saved. When the Variant is activated the Variant will have the ability to call the functions that are available to the bound Actor.
In contrast to the previous Variant Manager however, the Variant Manager is able to record properties that are revealed by Blueprints. These properties are then automatically bound to Actors. It is also possible to bind the properties of your actors to Variants. If the Variant is active, the property's capture value will be identical to the value of the Variant. If the Variant is off, the property's recorded value won't be updated.
In the Values panel, you'll also see the limitations of the Variant you're currently working on. If your Variant is set at 150 percent BOM, for instance you'll see the car's model has been set to 150 percent. This information can be used in your user interfaces. You can also choose between the various trim options available to the Variant.
Like other components in Unreal Variants are able to be edited and added to the project. Once you've created the Variant and tied it to an Actor it is possible to use the Variant Manager to activate the Variant and alter the properties of the actor. If you're creating an interface, you can use thumbnail images to display the different Variants that you're working with.