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Variants
Actively manage Variants in your project by using the Unreal Editor's Variant Manager UI. First, make sure that you have the Variant Manager plugin turned on to enable this UI. After 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 in the left column. To remove an Actor, right-click it in the list and select Unbind from the context menu.
On the right-hand column, you'll find 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 icon. Variant will update the value captured and store 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 in a position to call the functions available to the bound Actor.
As opposed to the prior Variant Manager, the Variant Manager is able to record properties that are exposed by Blueprints. These properties can be automatically linked to Actors. It is also possible to bind the properties of your Actors to Variants. If the Variant is active the property's captured value will be in line with the value of the Variant. If the Variant is off the property's recorded values won't be changed.
You'll also see the constraints for the Variant that you are currently working on in the Values panel. For instance, if the current Variant is set to 150% BOM, you'll see that the car's model is 150 percent BOM. This information can be used in your user interfaces. You can also switch between different trim options for the Variant.
Variants, as with other components in Unreal can be edited and added into your project. Once you've created your Variant, you need to bind it to an Actor and saved it the Variant Manager can be used to activate the Variant, or to modify the properties of the actor. To display the Variants within your interface you can use thumbnail images.