It would be great if we could have a basic graphical way to edit audio in the editor, something like Audacity but super simplified. It would mean we could trim the audio using its waveform. I know we can change the start time already, which is good. It would also be awesome if we had a graphical, and more simplified way to use EQ and Compression on a single sound, with a nice but simple GUI.
I already do these things in my DAW, but doing the simple stuff in the editor for those extra sounds would be ace.
Honestly I wouldn’t prefer it. When you import a file a .UAsset is made which is basically a file copy + the configuration you make on unreal’s side. If trimming were stored on the config side, you would still load the entire audio of the UAsset into memory while using only bits of it. If it directly edits the “file side” of the UAsset, there is a mismatch in data between that file and the source file (wav) you imported. In an optimal world the UAsset would not be a file copy but a simple importer config and you would edit the source file for it (wav) in any external editor you wish. I definitely would not want Unreal to actually edit the source files themselves because usually I need advanced tools and export settings just to make things the way I want, not a simple tool. That would make it almost impossible if we look further than just an audio trimmer, as a general workflow improvement, to for example textures and models.