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작성자 Erlinda Tolmer 댓글 0건 조회 16회 작성일 24-05-01 02:57

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Variants

Actively manage Variants in your project with the help of the Unreal Editor's Variant Manager UI. First, ensure you have the Variant Manager plugin activated to enable this UI. Once you've enabled the Variant Manager Plugin, you will see the Variant Management panel. It is divided into four columns. The left-hand column has a list with Actors. To tie an Actor to a Variant, simply drag the Actor to the Variant in the left-hand column. To debind an Actor you must right-click on it in the list and choose Unbind from the context menu.

On the right-hand column you'll see the Values panel. If you click on a property you'll see its saved value. You can also save the current value by clicking the right-hand button. Variant will update the value captured and store the updated value for the property. It won't alter the value in the Level Viewport, but it will be saved to your project. The Variant will then be able invoke the functions exposed by the bound Actor when the Variant activates.

Unlike the previous Variant Manager however, the Variant Manager can capture properties that are revealed by Blueprints. These properties are then automatically bound to Actors. It is also possible to bind the properties of your Actors to Variants. If the Variant is turned on the property's value is captured, it will be identical to the Variant's value. If the Variant is off, the property's captured values won't get updated.

You'll also view the constraints for the Variant that you are currently working on in the Values panel. For instance, if you're current Variant is set to 150 BOM, you'll notice that the car's model has 150 percent BOM. You can incorporate this information in your user interfaces. You can also switch between different trim options of the Variant.

Like other components in Unreal Variants can be edited and added to the project. Once you've created the Variant and bind it to an Actor, you can make use of the Variant Manager to activate the Variant and modify the Actor's properties. If you're creating an interface you can make use of thumbnail images to show the various Variants you're working with.

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