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Variants
Use the Variant Management UI to enable and manage Variants within your project. To enable this UI, you need to first have the Variant Management Plugin enabled. Once you have enabled 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 there's a list of Actors. Drag the Actor to the Variant in left-hand column to bind it. To remove the binding of an Actor click on 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 be able to see its saved value. You can also record the current value by clicking the right-hand icon. Variant will alter the value it has recorded and save the updated value for the 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 be in a position to call the functions that are available to the bound Actor.
The Variant Manager is able to capture properties that Blueprints disclose, unlike the previous Variant Manager. These properties are then automatically bound to Actors. You can also associate the properties of your Actors to Variants. If the Variant is on the property's recorded value will be the same as the Variant's value. If the Variant is off, the property's recorded values won't be updated.
You'll also be able to look at the constraints for the Variant you're currently working on in the Values panel. If your Variant is set at 150 BOM %, for instance you'll notice that the car's model has also been set to 150 percent. You can utilize this information in your user interfaces. slots demo pragmatic can also switch between different trim options for the Variant.
Variants, as with other components in Unreal can be edited and added to your project. After you've created the Variant, you need to bind it to an Actor and save it, the Variant Manager can be used to activate the Variant, or to modify the properties of the Actor. If you're developing an interface you can use thumbnail images to show the various Variants you're working with.