// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Engine/EngineTypes.h" #include "Engine/DeveloperSettings.h" #include "Engine/TextureDefines.h" #include "TextureImportSettings.h" #include "TextureImportUserSettings.generated.h" struct FPropertyChangedEvent; UCLASS(config = EditorPerProjectUserSettings, meta=(DisplayName="Texture Import"), MinimalAPI) class UTextureImportUserSettings : public UDeveloperSettings { GENERATED_UCLASS_BODY() public: UPROPERTY(config, EditAnywhere, Category=ImportSettings, meta = ( DisplayName = "When to infill RGB in transparent white PNG", ToolTip = "Whether to perform infill only for binary transparency, always, or never. If set to 'default', uses global project setting.")) ETextureImportPNGInfill PNGInfill = ETextureImportPNGInfill::Default; }; namespace UE::TextureUtilitiesCommon { /** Resolves PNG infill setting using, in order of preference, per-project user settings, * project settings, and legacy config settings. */ TEXTUREUTILITIESCOMMON_API ETextureImportPNGInfill GetPNGInfillSetting(); }