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Variants

Actively manage Variants in your project by using the Unreal Editor's Variant Manager UI. First, ensure that you have the Variant Manager plugin enabled to enable this UI. Once you have enabled the Variant Manager Plugin you will be able to see the Variant Management panel. It 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 and bind it. To remove 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. Click on a property's name to view its saved value. The left-hand button allows you to save the current value. Variant will alter the value it has recorded and save the updated value for the property. It won't alter 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.

Unlike the previous Variant Manager unlike the previous Variant Manager, the Variant Manager is able to record properties that are exposed by Blueprints. These properties are then automatically bound to Actors. You can also associate the properties of your Actors to Variants. If the Variant is enabled 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 panel you'll also be able to see the limitations of the Variant you're currently working on. For instance, if you're current Variant is set to 150 BOM, you'll find that the car's model also has 150 percent BOM. You can incorporate this information in your user interfaces. You can also toggle between different trim options for the Variant.

Like other components in Unreal Variants are able to be modified and added to your project. After you've created the Variant, bind it to an Actor and saved it the Variant Manager can be used to activate the Variant or change the properties of the Actor. To show the Variants in your interface you can use thumbnail images.

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