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Variants

Manage and activate Variants in your project by using the Editor's Variant Manager UI. To enable this UI, you'll need first turn on the Variant Manager plugin enabled. Once you've enabled the Variant Manager Plugin you will be able to see the Variant Management panel. It is divided into four columns. The left-hand column houses the list of actors. Drag the Actor to the Variant in the left-hand column to bind it. To remove an Actor you must right-click on it in the list and choose Unbind from the context menu.

The Values panel is located in the right-hand column. If you click on a property, you'll see the value that was saved. You can also record the current value by pressing the right-hand button. If you alter the value, the Variant will update the captured value and record the new value for the property. It won't alter the value in the Level Viewport, but it will be saved to your project. If the Variant is activated the Variant will be able call the functions exposed to the bound Actor.

As opposed to the prior Variant Manager however, the Variant Manager can capture properties that are exposed by Blueprints. These properties are then automatically bound to Actors. It is also possible to bind the properties of your Actors to Variants. If the Variant is active, the property's capture value will be the same as that of the Variant. If the Variant is off, the property's captured values won't be changed.

You'll also see the constraints for the Variant that you are currently working on in the Values panel. If your Variant is set at 150 percent BOM, for instance, you will see that the car's model has been set to 150%. This information can be used in your user interfaces. You can also toggle between different trim options for the Variant.

Like other components in Unreal Variants can be edited and added to the project. Once you've created the Variant and tied it to an Actor, you can use the Variant Manager to activate the Variant and change the properties of the actor. To display the Variants within your interface you can use thumbnail images.