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작성자 Eulah
댓글 댓글 0건   조회Hit 11회   작성일Date 24-06-23 14:01

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Variants

Use the Variant Management UI to activate and manage Variants within your project. First, ensure that you have the Variant Manager plugin enabled to enable this UI. Once you have activated the Variant Manager plugin and you'll see the Variant Management panel. It is divided into four columns. The left-hand column has an Actors list. To bind an Actor to a Variant simply drag the Actor to the Variant in the left-hand column. To debind an Actor click on it in the list and then select Unbind from within the context menu.

On the right-hand column, you'll see the Values panel. If you click on a property you'll see its value saved. You can also record the current value by pressing the right-hand button. Variant will modify the value recorded and save the updated value for the property. The Level Viewport value won't be affected but the project will be saved. The Variant will then be able to call the functions provided by the bound Actor when the Variant activates.

Contrary to the previous Variant Manager however, the Variant Manager can capture properties that are exposed by Blueprints. These properties can be automatically linked to Actors. You can also associate the properties of your Actors to Variants. If the Variant is active the property's captured value will match the value of the Variant. If the Variant is off the property's values that are captured won't be updated.

Additionally, you'll be able to check the constraints of the Variant you're currently working on in the Values panel. For example, if your current Variant is set to 150 BOM, you'll notice that the car's model is also 150 percent BOM. You can utilize this information in your user interfaces. You can also switch between the various trim options available to the Variant.

As with other components of Unreal Variants are able to be edited and added to your project. Once you've created the Variant and bind it to an Actor, you can utilize the Variant Manager to activate the Variant and alter the Actor's properties. If you're creating an interface you can make use of thumbnail images to display the different Variants that you're working with.

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