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작성자 Bud 작성일24-04-30 02:10 조회21회 댓글0건

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Variants

Manage and activate Variants in your project by using the Unreal Editor's Variant Manager UI. To enable this UI, it is necessary to first have the Variant Manager plugin enabled. Once you've done that, you'll be able to see the Variant Manager panel, which is divided into four columns. The left column is an Actors list. To tie an Actor to a Variant, simply drag the Actor to the Variant on the left column. To remove an Actor you must right-click on it in the list and choose Unbind from the context menu.

The Values panel is located in the right-hand column. Click on a property and you'll be able to see its saved value. The right-hand button allows you to record the current value. When you change the value, the Variant will update the recorded value and store the new value for the property. This will not affect the value in the Level Viewport, but it will be saved to your project. When the Variant is activated, the Variant will be in a position to call the functions available to the bound Actor.

The Variant Manager can be used to capture the properties that Blueprints expose unlike the previous Variant Manager. These properties are then automatically bound to Actors. You can also bind the properties of your Actors to Variants. If the Variant is set to on the property's recorded value will be the same as the Variant's value. If the Variant is off the property's recorded values won't be updated.

In the Values tab, you'll also be able to see the constraints of the Variant that you're currently working on. For instance, if the current Variant is set to 150 BOM, you'll notice that the car's model is also 150% BOM. You can utilize this information in your user interfaces. You can also switch between various 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 utilize the Variant Manager to activate the Variant and alter the properties of the actor. If you're creating an interface, you can use thumbnail images to showcase the different Variants you're working with.

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