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Variants
Actively manage Variants in your project by using the Editor's Variant Manager UI. First, make sure you have the Variant Manager plugin activated to enable this UI. Once you've done that, you'll see the Variant Manager panel, which is divided into four columns. In the left column, you'll see a list of Actors. Drag the Actor to the Variant in the left-hand column to bind it. To debind an Actor you must right-click on it in the list and choose Unbind from the context menu.
In the column to the right, you'll see the Values tab. If Holmes Trail click on a property you'll be able to see its saved value. The left-hand button allows you to save the current value. Variant will change the value that was recorded and store the updated value for the property. It won't alter 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 however, the Variant Manager can record properties that are revealed by Blueprints. These properties are then automatically bind to Actors. You can also associate your Actors' properties to Variants. If the Variant is turned on the property's captured value will be matched to the Variant's. If the Variant is off the property's captured values won't be updated.
You'll also be able to check the constraints of the Variant that you are currently working on in the Values panel. If your Variant is set to 150 BOM %, for instance you'll see 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 of the Variant.
Variants, as with other components in Unreal can be edited and added into 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 change the properties of the actor. To display the Variants in your interface, you can use thumbnail images.