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Variants
Activate and manage Variants in your project by using the Editor's Variant Manager UI. To enable this UI, you have to first enable the Variant Manager Plugin installed. Once you have activated the Variant Manager plugin you will be able to see the Variant Management panel. It is divided into four columns. On the left-hand column, you'll see a list of Actors. To bind an Actor to a Variant, simply drag the Actor to the Variant on the left column. To debind an Actor click it in the list and then select Unbind from 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. The right-hand button allows you to record the current value. When you alter the value, the Variant will update the recorded value and record the new value for that property. This will not affect the value in the Level Viewport, but it will be saved to your project. When the Variant activates, the Variant will have the ability to call the functions that are available to the bound Actor.
The Variant Manager can capture the properties that Blueprints reveal, unlike the previous Variant Manager. These properties can be automatically linked to Actors. You can also tie your Actors' properties to Variants. If the Variant is on the property's recorded value will be identical to the Variant's value. If the Variant is off, the property's recorded value won't be updated.
In the Values tab, you'll also be able to see the limitations of the Variant you're currently working on. If your Variant is set at 150 percent BOM, as an example you'll notice that the car's model has been set to 150 percent. This information can be used to enhance your user interfaces. You can also switch between the various trim options available to the Variant.
Variants, just like other components in Unreal can be edited and added to your project. Once you've created the Variant and tied it to an Actor you can utilize the Variant Manager to activate the Variant as well as modify 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.