# What is the best way to transfer variants from one level to another

**URL:** <https://forums.unrealengine.com/t/what-is-the-best-way-to-transfer-variants-from-one-level-to-another/470758>\
**Category:** Community & Industry Discussion\
**Tags:** binding, unreal-engine, question\
**Created:** [September 3, 2020, 11:56am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-transfer-variants-from-one-level-to-another/470758 "2020-09-03T11:56:32Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![oberdoofus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@oberdoofus](https://forums.unrealengine.com/u/oberdoofus)\
**Post date:** [September 3, 2020, 11:56am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-transfer-variants-from-one-level-to-another/470758/1 "2020-09-03T11:56:32Z")

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I have set up variants to change the materials of a wall object via a UMG interface on one Level (A). This works fine. However when I Open a New level (B) - which is a duplicate of A except it’s a night scene - each actor has a “binding cannot be resolved message” in the variant manager.

If I do fix the binding of the actor/object in the variant manager in Level B - then that same actor/object then loses its binding when I return to the variant manager in level A…

What is the best way to ensure that I can still use the same variant options in different levels?. Thanks

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**Author:** ![expose](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@expose](https://forums.unrealengine.com/u/expose)\
**Post date:** [September 6, 2020, 10:31am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-transfer-variants-from-one-level-to-another/470758/2 "2020-09-06T10:31:33Z")

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well has you change level, your references are corrupted (the ref in your widget point to your day level i think)  
the easiest way in your case is to use lightning scenarios (check the help it s pretty easy tu use )  
that means you will have your permanent level with your geoms, and 2 sub levels as lighting scenarios (1 day, 1 night)  
so whenever you change light , you re still in the same permanent level and your references will still be good !

> **[Precomputed Lighting Scenarios](https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LightingAndShadows/PrecomputedLightingScenarios/)**
>
> With Precomputed Lighting Scenarios you can have multiple lighting setups for a single level using the same geometry.
