// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/DeveloperSettings.h" #include "AudioEditorPerProjectUserSettings.generated.h" UENUM() enum class EUseTemplateSoundWaveDuringAssetImport : uint8 { AlwaysPrompt = 0, AlwaysUse = 1, NeverUse = 2 }; UCLASS(MinimalAPI, config = EditorPerProjectUserSettings, meta = (DisplayName = "Audio Editor Per Project Settings")) class UAudioEditorPerProjectUserSettings : public UDeveloperSettings { GENERATED_BODY() public: /** Whether to use the selected Sound Wave in the Content Browser as a template for sound(s) being imported. */ UPROPERTY(EditAnywhere, config, Category = AssetImport) EUseTemplateSoundWaveDuringAssetImport UseTemplateSoundWaveDuringAssetImport = EUseTemplateSoundWaveDuringAssetImport::NeverUse; //~ Begin UDeveloperSettings virtual FName GetCategoryName() const override { return TEXT("General"); } //~ End UDeveloperSettings };