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Variants

Activate and manage Variants in your project by using the Unreal Editor's Variant Manager UI. To enable this UI, you have to first enable the Variant Manager Plugin installed. Once you've enabled it you'll be able to be able to view the Variant Manager Panel, which is divided into four columns. On the left-hand column you'll find a list of Actors. Drag the Actor to the Variant in the left-hand column and bind it. To remove the binding of 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. Click on a property's name to view its saved value. You can also save the current value by clicking the right-hand icon. When you alter the value, the Variant will update the captured value and save the new value for that property. This will not affect the value in the Level Viewport, but it will be saved to your project. The Variant will then be able to invoke the functions exposed by the bound Actor when the Variant activates.

The Variant Manager is able to capture the properties that Blueprints reveal, unlike the previous Variant Manager. These properties can then be automatically linked to Actors. You can also bind the properties of your actors to Variants. If the Variant is active, the property's capture value will be in line with that of the Variant. If the Variant is off, the property's captured value won't be updated.

You'll also look at the constraints for the Variant that you are currently working on in the Values panel. For instance, if the current Variant is set to 150 BOM, you'll notice that the car's model is 150 percent BOM. This information can be used to enhance your user interfaces. You can also switch between different trim options for the Variant.

As with other components in Unreal Variants are able to be edited and added to your project. Once you have created the Variant, bound it to an Actor and save it, the Variant Manager can be used to activate the Variant or alter the properties of the actor. To display the Variants in your interface you can make use of thumbnail images.

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Pub: 27 Apr 2024 14:37 UTC
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