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UnrealEngine/Engine/Source/Editor/AudioEditor/Classes/AudioEditorPerProjectUserSettings.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

32 lines
939 B
C++

// 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
};