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작성자 Monroe 작성일24-05-12 09:55 조회32회 댓글0건

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Variants

Actively manage Variants in your project by using the Unreal Editor's Variant Manager UI. First, make sure you have the Variant Manager plugin enabled to enable this UI. Once you've enabled it you'll be able to be able to view the Variant Manager Panel which is divided into four columns. The left-hand Main Demo Pg Soft column has a list with Actors. To bind an Actor to a Variant, simply drag the Actor to the Variant in the left column. To remove the binding of an Actor click it in the list then select Unbind within the context menu.

The Values panel is located in the right-hand column. Click on a property to see its saved value. The right-hand tab allows you to record the current value. Variant will alter the value it has recorded and save the updated value for the property. The Level Viewport value won't be affected, but the project will be saved. When the Variant activates, the Variant will be able call the functions that are available to the bound Actor.

The Variant Manager can be used 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 capture value will be the same as that of the Variant. If the Variant is off, the property's captured value won't be updated.

You'll also check the constraints of the Variant you're currently working on in the Values panel. If your Variant is set to 150 percent BOM, as an example, you will see that the car's model has also been set to 150 percent. This information can be used in your user interfaces. You can also switch between various trim options of the Variant.

As with other components of Unreal, Variants can be edited and added to your project. After you've created the Variant, you need to bind it to an Actor and saved it the Variant Manager can be used to activate the Variant or modify the properties of the Actor. If you're designing an interface you can make use of thumbnail images to display the different Variants you're working with.

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