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Variants

Use the Variant Management UI to enable and manage Variants within your project. To enable this UI, it is necessary to first have the Variant Manager plugin enabled. After that you'll see the Variant Management panel which is divided into four columns. The left-hand column contains a list with Actors. Drag the Actor to the Variant in left-hand column to bind it. To unbind an Actor, right-click it in the list and select Unbind from the context menu.

The Values panel is located in the right-hand column. If you click on a property, you'll see its value saved. The right-hand tab allows you to record the current value. When you alter the value, the Variant will update the recorded value and store 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.

The Variant Manager is able to capture properties that Blueprints disclose, unlike the previous Variant Manager. These properties can then be automatically linked to Actors. You can also tie the properties of your actors to Variants. If the Variant is enabled the property's recorded value will be matched to the Variant's. If the Variant is off, the property's captured values won't be changed.

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

Like other components in Unreal, Variants can be edited and then added to your project. Once you've created the Variant and bind it to an Actor it is possible to use the Variant Manager in order to activate the Variant and change the properties of the actor. If you're creating an interface you can use thumbnail images to showcase the various Variants you're working with.

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Pub: 27 Apr 2024 18:55 UTC
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