Hello,
I would like to define an object with multiple variantsets that I can dynamically spawn in any level.
Looking at the Variant Manager it looks like level and actor need to be predefined, is that true?
Can Variant Manager be used in this dynamic case? If so how?
If not what would be a plausible solution for this case?
thanks!
Hey @emanuelandtom
Looks like you said, the variant manager should have all the variants defined in beforehand and set it in editor.
But you can achieve to switch to different variants in runtime:
You can do something similar. But if you something similar with c++ or blueprint you need to feed it up with a bunch of Static Meshes in the beginplay you can randomize the values you want.
Please be sure to use soft pointers to that static mesh to avoid loading extra static mesh.