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Variants

You can activate and manage Variants within your project using the Unreal Editor’s Variant Manager UI. First, make sure that you have the Variant Manager plugin installed to enable this UI. Once you’ve activated the Variant Manager plugin and you’ll see the Variant Management panel. It is divided into four columns. The left-hand column contains the list of actors. To connect an Actor to a Variant, simply drag the Actor to the Variant in the left-hand column. To remove an Actor click it with a right-click in the list and choose Unbind from the context menu.

In the column to the right, you’ll see the Values tab. Click on a property’s name to view its saved value. You can also save the current value by clicking the right-hand icon. When you alter the value the Variant will update the recorded value and save the updated value for the property. The Level Viewport value won’t be affected however, the project will be saved. When the Variant is activated, the Variant will be able call the functions available to the bound Actor.

The Variant Manager can record the properties that Blueprints expose unlike the previous Variant Manager. These properties are then automatically bind to Actors. You can also associate the properties of your Actors to Variants. If the Variant is set to on, the property’s captured value will be the same as the Variant’s value. If the Variant is off the property’s captured values won’t be changed.

You’ll also look at the constraints for the Variant that you are currently working on in the Values panel. For example, if your current Variant is set to 150 percent BOM, you’ll be able to see that the car’s model also has 150 percent BOM. 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 are able to be edited and added to your project. Once you’ve created the Variant and tied it to an Actor it is possible to utilize the Variant Manager to activate the Variant as well as modify the Actor’s properties. If you’re developing an interface, you can use thumbnail images to show the different Variants that you’re working with.

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