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Variants
Activate and manage Variants in your project by using the Unreal Editor's Variant Manager UI. First, make sure you have the Variant Manager plugin turned on to enable this UI. Once you have activated the Variant Manager plugin it will display the Variant Management panel. It is divided into four columns. On the left-hand column, you'll see a list of Actors. To bind an Actor to a Variant, simply drag the Actor to the Variant on the left column. To remove an Actor click it in the list, then select Unbind within the context menu.
On the right-hand column, you'll find the Values panel. Click on a property's name to view its saved value. You can also record the current value by pressing the right-hand side button. If you alter the value, the Variant will update the captured value and store the new value for the property. This won't affect the value in the Level Viewport, but it will be saved to your project. When the Variant is activated, the Variant will be able to call the functions available to the bound Actor.
The Variant Manager can be used to capture properties that Blueprints disclose, unlike the previous Variant Manager. These properties can be automatically linked 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 matched to the Variant's. If the Variant is off, the property's values that are captured won't be updated.
In the Values panel you'll also see the constraints of the Variant that 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 has 150 percent BOM. You can utilize this information in your user interfaces. You can also toggle between different trim options for the Variant.
Variants, as with other components in Unreal can be edited and integrated into your project. Once you've created the Variant and tied it to an Actor, you can use the Variant Manager in order to activate the Variant and alter the properties of the actor. If you're developing an interface, you can use thumbnail images to display the different Variants that you're working with.