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Variants
Utilize the Unreal Editor's Variant Management UI to activate and manage Variants in your project. First, ensure you have the Variant Manager plugin installed to enable this UI. Once you have activated the Variant Manager plugin and you'll see the Variant Management panel. It is divided into four columns. In the left column, you'll find a list of Actors. Drag the Actor to the Variant in the left-hand column to bind it. To remove the binding of an Actor click it in the list and then select Unbind from within the context menu.
On the right-hand column you'll find the Values panel. Click on a property to view its saved value. The right-hand button allows you to save the current value. When you change the value, the Variant will update the captured value and save the new value for that property. The Level Viewport value won't be affected, but the project will be saved. When the Variant is activated, the Variant will be able call the functions that are available to the bound Actor.
Contrary to the previous Variant Manager however, the Variant Manager can record properties that are exposed by Blueprints. 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 be the same as the value of the Variant. 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 you're currently working on. If your Variant is set at 150 BOM %, for instance you'll see the car's model has also been set to 150 percent. You can use this information in your user interfaces. You can also toggle between different trim options for the Variant.
As with other components of Unreal Variants are able to be edited and added to the project. Once you've created the Variant and tied it to an Actor you can make use of the Variant Manager to activate the Variant and alter the properties of the Actor. To display the Variants within your interface, you can use thumbnail images.