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Variants

Use the Variant Management UI to activate and manage Variants within your project. First, ensure that pragmatic play demo have the Variant Manager plugin installed to enable this UI. Once you've done that, you'll be able to see the Variant Manager panel, which is divided into four columns. The left column is a list with Actors. Drag the Actor to the Variant in the left-hand column to bind it. To remove 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. Click on a property and you'll be able to see its saved value. The right-hand tab allows you to save the current value. If you alter the value the Variant will update the recorded value and save the updated value for the property. This won't affect the value in the Level Viewport, but it will be saved in your project. When the Variant is activated, the Variant will have the ability to call the functions available to the bound Actor.
As opposed to the prior Variant Manager unlike the previous Variant Manager, the Variant Manager can be able to capture properties that are exposed by Blueprints. These properties can be automatically linked to Actors. You can also tie the properties of your Actors to Variants. If the Variant is set to on the property's captured value will be identical to the Variant's value. If the Variant is off, the property's recorded values won't be updated.
In the Values panel, you'll also see the limitations of the Variant you're currently working on. If your Variant is set at 150 BOM %, for instance you'll notice that the car's model has been set to 150 percent. This information can be used in your user interfaces. You can also switch between different trim options for the Variant.
As with other components of Unreal Variants can be edited and then added to your project. Once you've created the Variant, and then bind it to an Actor it is possible to use 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.