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5 Clarifications On Slot Demo Gratis

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이름 : Margherita Jarr… 이름으로 검색

댓글 0건 조회 117회 작성일 2024-07-31 12:30
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Variants

You can activate and manage Variants within your project by using the Editor's Variant Manager UI. To enable this UI, you'll need to first enable the Variant Manager Plugin installed. Once you've done that you'll see the Variant Management panel, which is divided into four columns. The left-hand column houses a list with Actors. To tie an Actor to a Variant, simply drag the Actor to the Variant on 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. If you click on a property, you'll see its saved value. You can also save the current value by pressing the right-hand button. Variant will modify the value recorded and store the updated 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 activates, the Variant will have the ability to call the functions exposed to the bound Actor.

In contrast to the previous Variant Manager The Variant Manager can record properties that are revealed by Blueprints. These properties can then be automatically linked to Actors. It is also possible to bind the properties of your actors to Variants. If the Variant is turned on, the property's captured value will match the Variant's value. If the Variant is off, the property's recorded value won't be updated.

You'll also view the constraints for the Variant that you are 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. This information can be used in your user interfaces. You can also toggle between the different trim options of the Variant.

Variants, just like other components in Unreal can be edited and added into your project. Once you have created the Variant, bind it to an Actor and saved it, the Variant Manager can be used to activate the Variant, or to modify the Actor's properties. If you're designing an interface you can make use of thumbnail images to show the various Variants you're working with.

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