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Variants
Actively manage Variants in your project using the Unreal Editor's Variant Manager UI. First, ensure you have the Variant Manager plugin enabled to enable this UI. Once you've enabled it you'll see the Variant Management panel which is divided into four columns. The left-hand column houses a list with Actors. Drag the Actor to the Variant in left-hand column to tie it. To debind an Actor click it in the list, then select Unbind within 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. The right-hand tab allows you to record the current value. When you alter the value the Variant will update the captured value and record the new value for that property. The Level Viewport value won't be affected however, the project will be saved. The Variant will then be able call the functions that are exposed by the bound Actor when the Variant activates.

Unlike the previous Variant Manager, the Variant Manager can be able to capture properties that are exposed by Blueprints. These properties can be automatically bound to Actors. You can also bind the properties of your Actors to Variants. If the Variant is on the property's recorded value will be matched to the Variant's. If the Variant is off, the property's captured value won't be updated.
You'll also be able to view the constraints for the Variant you're currently working on in the Values panel. If your Variant is set to 150 percent BOM, as an example you'll notice that the car's model has been set to 150 percent. This information can be used to enhance your user interfaces. You can also toggle between the different trim options of the Variant.
Like other components in Unreal Variants can be edited and added to your project. Once you've created the Variant and linked it to an Actor You can use the Variant Manager to activate the Variant and alter the properties of the Actor. To display the Variants in your interface, you can use thumbnail pictures.