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Variants
Manage and activate Variants in your project with the help of the Unreal Editor's Variant Manager UI. To enable this UI, you have to first have the Variant Management Plugin enabled. Once you've done that you'll be able to see the Variant Management panel which is divided into four columns. The left-hand column houses the list of actors. Drag the Actor to the Variant in the left-hand column and bind it. To unbind an Actor click it in the list and then select Unbind from within the context menu.
On the right-hand column you'll see the Values Panel. Click on a property and you'll be able to see its saved value. The right-hand tab allows you to save the current value. Variant will change the value that was recorded and store the updated value for the property. The Level Viewport value won't be affected however, the project will be saved. The Variant will then be able call the functions exposed by the bound Actor when the Variant activates.
As opposed to the prior Variant Manager The Variant Manager is able to record properties that are revealed by Blueprints. These properties are then automatically bind to Actors. You can also tie the properties of your Actors to Variants. If the Variant is active, the property's capture value will be identical to that of the Variant. If the Variant is off, the property's recorded values won't be changed.
In the Values panel, you'll also be able to see the constraints of the Variant that you're currently working on. For instance, if you're current Variant is set to 150 percent BOM, you'll be able to see that the car's model is 150% BOM. This information can be used in your user interfaces. You can also switch between different trim options for the Variant.
Variants, like the other components in Unreal can be edited and added into your project. After you've created the Variant, bind it to an Actor and saved it the Variant Manager can be used to activate the Variant, or to modify the properties of the Actor. If you're designing an interface using thumbnail images to display the different Variants you're working with.