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작성자 Wilhelmina 댓글 0건 조회 17회 작성일 24-06-24 02:40

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Variants

Actively manage Variants in your project with the help of the Unreal Editor's Variant Manager UI. First, make sure that you have the Variant Manager plugin enabled to enable this UI. Once you have activated the Variant Manager plugin you will be able to see the Variant Management panel. It is divided into four columns. On the left-hand column, you'll see a list of Actors. Drag the Actor to the Variant in left-hand column and bind it. To unbind an Actor simply right-click it in the list and select Unbind from the context menu.

The Values panel is located in the right-hand column. If you click on a property, you'll see its saved value. You can also save the current value by pressing the right-hand side button. Variant will update the value captured and store the updated value for the property. The Level Viewport value won't be affected however, the project will be saved. If the Variant is activated the Variant will be able call the functions that are available to the bound Actor.

As opposed to the prior Variant Manager unlike the previous Variant Manager, the Variant Manager can capture properties that are revealed by Blueprints. These properties can be automatically linked to Actors. It is also possible to bind your Actors' properties to Variants. If the Variant is active the property's capture value will be identical to the value of the Variant. If the Variant is off the property's captured values won't be changed.

You'll also view the constraints for the Variant you're currently working on in the Values panel. If your Variant is set to 150% BOM, for example you'll see that the car's model has been set to 150%. You can use this information in your user interfaces. You can also toggle between different trim options for the Variant.

As with other components in Unreal Variants can also be edited and added to 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 change the properties of the actor. If you're developing an interface you can make use of thumbnail images to display the different Variants that you're working with.

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