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Variants
Utilize the Unreal Editor's Variant Management UI to activate and manage Variants within your project. First, make sure you have the Variant Manager plugin turned on to enable this UI. After you have enabled the Variant Manager Plugin and you'll see the Variant Management panel. It is divided into four columns. The left-hand column houses an alphabetical list of Actors. Drag the Actor to the Variant in left-hand column to tie it. To debind an Actor, right-click it in the list and choose Unbind from the context menu.
In the column to the right, you'll see the Values panel. Click on a property to see 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 but the project will be saved. The Variant will then be able call the functions exposed by the bound Actor when the Variant is activated.
The Variant Manager is able to capture the properties that Blueprints reveal, unlike the previous Variant Manager. These properties can then be automatically bound to Actors. You can also bind the properties of your actors to Variants. If the Variant is active the property's value of capture will be in line with the value of the Variant. If the Variant is off, the property's captured value won't be updated.
Additionally, you'll 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 example, you will see that the car's model has been set to 150 percent. This information can be used in your user interfaces. You can also choose between the different trim options of the Variant.
Like other components in Unreal Variants are able to be edited and added to your project. Once you've created the Variant, and then bind it to an Actor You can make use of the Variant Manager to activate the Variant and alter the properties of the Actor. To display the Variants on your interface you can make use of thumbnail pictures.