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Variants

Use the Unreal Editor's Variant Management UI to enable and manage Variants in your project. First, ensure that you have the Variant Manager plugin turned on to enable this UI. Once you've enabled it you'll be able to see the Variant Manager panel which is divided into four columns. In the left column, you'll see a list of Actors. Drag the Actor to the Variant in left-hand column to bind it. To remove the binding of 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 and you'll be able to see its saved value. You can also save the current value by pressing the right-hand button. If you alter the value, the Variant will update the recorded value and store the new value for the property. The value will not change in the Level Viewport, but it will be saved to your project. When the Variant is activated, the Variant will have the ability to call the functions that are available to the bound Actor.

The Variant Manager can record properties that Blueprints expose, unlike the previous Variant Manager. These properties are then automatically bind to Actors. You can also bind the properties of your Actors to Variants. If the Variant is active the property's value of capture will be the same as that of the Variant. If the Variant is off the property's captured values won't get changed.

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

Variants, just like other components in Unreal can be edited and added into your project. Once you've created the Variant and tied it to an Actor it is possible to utilize 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 pictures.

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