//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:40 2025

#include "../SDK.hpp"

namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------

// Function AkAudio.AkAcousticPortal.OpenPortal
// (Final, Native, Public, BlueprintCallable)

void AAkAcousticPortal::OpenPortal()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkAcousticPortal.OpenPortal");

	AAkAcousticPortal_OpenPortal_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkAcousticPortal.GetCurrentState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAkAcousticPortalState         ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

EAkAcousticPortalState AAkAcousticPortal::GetCurrentState()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkAcousticPortal.GetCurrentState");

	AAkAcousticPortal_GetCurrentState_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkAcousticPortal.ClosePortal
// (Final, Native, Public, BlueprintCallable)

void AAkAcousticPortal::ClosePortal()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkAcousticPortal.ClosePortal");

	AAkAcousticPortal_ClosePortal_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkAmbientSound.StopAmbientSound
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void AAkAmbientSound::StopAmbientSound()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkAmbientSound.StopAmbientSound");

	AAkAmbientSound_StopAmbientSound_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkAmbientSound.StartAmbientSound
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void AAkAmbientSound::StartAmbientSound()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkAmbientSound.StartAmbientSound");

	AAkAmbientSound_StartAmbientSound_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.UseReverbVolumes
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool                           inUseReverbVolumes             (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::UseReverbVolumes(bool inUseReverbVolumes)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.UseReverbVolumes");

	UAkComponent_UseReverbVolumes_Params params;
	params.inUseReverbVolumes = inUseReverbVolumes;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.UseEarlyReflections
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAkAuxBus*               AuxBus                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Left                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Right                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Floor                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Ceiling                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Back                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Front                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           SpotReflectors                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 AuxBusName                     (Parm, ZeroConstructor)

void UAkComponent::UseEarlyReflections(class UAkAuxBus* AuxBus, bool Left, bool Right, bool Floor, bool Ceiling, bool Back, bool Front, bool SpotReflectors, const struct FString& AuxBusName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.UseEarlyReflections");

	UAkComponent_UseEarlyReflections_Params params;
	params.AuxBus = AuxBus;
	params.Left = Left;
	params.Right = Right;
	params.Floor = Floor;
	params.Ceiling = Ceiling;
	params.Back = Back;
	params.Front = Front;
	params.SpotReflectors = SpotReflectors;
	params.AuxBusName = AuxBusName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.Stop
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void UAkComponent::Stop()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.Stop");

	UAkComponent_Stop_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetSwitch
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 SwitchGroup                    (Parm, ZeroConstructor)
// struct FString                 SwitchState                    (Parm, ZeroConstructor)

void UAkComponent::SetSwitch(const struct FString& SwitchGroup, const struct FString& SwitchState)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetSwitch");

	UAkComponent_SetSwitch_Params params;
	params.SwitchGroup = SwitchGroup;
	params.SwitchState = SwitchState;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetStopWhenOwnerDestroyed
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool                           bStopWhenOwnerDestroyed        (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetStopWhenOwnerDestroyed");

	UAkComponent_SetStopWhenOwnerDestroyed_Params params;
	params.bStopWhenOwnerDestroyed = bStopWhenOwnerDestroyed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetRTPCValueGlobally
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 RTPC                           (Parm, ZeroConstructor)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::SetRTPCValueGlobally(const struct FString& RTPC, float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetRTPCValueGlobally");

	UAkComponent_SetRTPCValueGlobally_Params params;
	params.RTPC = RTPC;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetRTPCValue
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 RTPC                           (Parm, ZeroConstructor)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            InterpolationTimeMs            (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::SetRTPCValue(const struct FString& RTPC, float Value, int InterpolationTimeMs)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetRTPCValue");

	UAkComponent_SetRTPCValue_Params params;
	params.RTPC = RTPC;
	params.Value = Value;
	params.InterpolationTimeMs = InterpolationTimeMs;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetOutputBusVolume
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                          BusVolume                      (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::SetOutputBusVolume(float BusVolume)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetOutputBusVolume");

	UAkComponent_SetOutputBusVolume_Params params;
	params.BusVolume = BusVolume;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetListeners
// (Final, BlueprintCosmetic, Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<class UAkComponent*>    Listeners                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)

void UAkComponent::SetListeners(TArray<class UAkComponent*> Listeners)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetListeners");

	UAkComponent_SetListeners_Params params;
	params.Listeners = Listeners;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetEarlyReflectionOrder
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int                            NewEarlyReflectionOrder        (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::SetEarlyReflectionOrder(int NewEarlyReflectionOrder)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetEarlyReflectionOrder");

	UAkComponent_SetEarlyReflectionOrder_Params params;
	params.NewEarlyReflectionOrder = NewEarlyReflectionOrder;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetAutoDestroy
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool                           in_AutoDestroy                 (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::SetAutoDestroy(bool in_AutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetAutoDestroy");

	UAkComponent_SetAutoDestroy_Params params;
	params.in_AutoDestroy = in_AutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.SetAttenuationScalingFactor
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkComponent::SetAttenuationScalingFactor(float Value)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.SetAttenuationScalingFactor");

	UAkComponent_SetAttenuationScalingFactor_Params params;
	params.Value = Value;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.PostTrigger
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 Trigger                        (Parm, ZeroConstructor)

void UAkComponent::PostTrigger(const struct FString& Trigger)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.PostTrigger");

	UAkComponent_PostTrigger_Params params;
	params.Trigger = Trigger;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkComponent.PostAssociatedAkEvent
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAkComponent::PostAssociatedAkEvent()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.PostAssociatedAkEvent");

	UAkComponent_PostAssociatedAkEvent_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkComponent.PostAkEventByName
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// struct FString                 in_EventName                   (Parm, ZeroConstructor)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAkComponent::PostAkEventByName(const struct FString& in_EventName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.PostAkEventByName");

	UAkComponent_PostAkEventByName_Params params;
	params.in_EventName = in_EventName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkComponent.PostAkEvent
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UAkAudioEvent*           AkEvent                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 in_EventName                   (Parm, ZeroConstructor)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAkComponent::PostAkEvent(class UAkAudioEvent* AkEvent, const struct FString& in_EventName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.PostAkEvent");

	UAkComponent_PostAkEvent_Params params;
	params.AkEvent = AkEvent;
	params.in_EventName = in_EventName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkComponent.GetAttenuationRadius
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAkComponent::GetAttenuationRadius()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkComponent.GetAttenuationRadius");

	UAkComponent_GetAttenuationRadius_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.WakeupFromSuspend
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)

void UAkGameplayStatics::WakeupFromSuspend()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.WakeupFromSuspend");

	UAkGameplayStatics_WakeupFromSuspend_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.UseReverbVolumes
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           inUseReverbVolumes             (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::UseReverbVolumes(bool inUseReverbVolumes, class AActor* Actor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.UseReverbVolumes");

	UAkGameplayStatics_UseReverbVolumes_Params params;
	params.inUseReverbVolumes = inUseReverbVolumes;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.UseEarlyReflections
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)
// class UAkAuxBus*               AuxBus                         (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Left                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Right                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Floor                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Ceiling                        (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Back                           (Parm, ZeroConstructor, IsPlainOldData)
// bool                           Front                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           SpotReflectors                 (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 AuxBusName                     (Parm, ZeroConstructor)

void UAkGameplayStatics::UseEarlyReflections(class AActor* Actor, class UAkAuxBus* AuxBus, bool Left, bool Right, bool Floor, bool Ceiling, bool Back, bool Front, bool SpotReflectors, const struct FString& AuxBusName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.UseEarlyReflections");

	UAkGameplayStatics_UseEarlyReflections_Params params;
	params.Actor = Actor;
	params.AuxBus = AuxBus;
	params.Left = Left;
	params.Right = Right;
	params.Floor = Floor;
	params.Ceiling = Ceiling;
	params.Back = Back;
	params.Front = Front;
	params.SpotReflectors = SpotReflectors;
	params.AuxBusName = AuxBusName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.UnloadBankByName
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 BankName                       (Parm, ZeroConstructor)

void UAkGameplayStatics::UnloadBankByName(const struct FString& BankName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.UnloadBankByName");

	UAkGameplayStatics_UnloadBankByName_Params params;
	params.BankName = BankName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.UnloadBank
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAkAudioBank*            Bank                           (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 BankName                       (Parm, ZeroConstructor)

void UAkGameplayStatics::UnloadBank(class UAkAudioBank* Bank, const struct FString& BankName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.UnloadBank");

	UAkGameplayStatics_UnloadBank_Params params;
	params.Bank = Bank;
	params.BankName = BankName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.Suspend
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)

void UAkGameplayStatics::Suspend()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.Suspend");

	UAkGameplayStatics_Suspend_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StopProfilerCapture
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)

void UAkGameplayStatics::StopProfilerCapture()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StopProfilerCapture");

	UAkGameplayStatics_StopProfilerCapture_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StopOutputCapture
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)

void UAkGameplayStatics::StopOutputCapture()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StopOutputCapture");

	UAkGameplayStatics_StopOutputCapture_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StopAllAmbientSounds
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::StopAllAmbientSounds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StopAllAmbientSounds");

	UAkGameplayStatics_StopAllAmbientSounds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StopAll
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)

void UAkGameplayStatics::StopAll()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StopAll");

	UAkGameplayStatics_StopAll_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StopActor
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::StopActor(class AActor* Actor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StopActor");

	UAkGameplayStatics_StopActor_Params params;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StartProfilerCapture
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 Filename                       (Parm, ZeroConstructor)

void UAkGameplayStatics::StartProfilerCapture(const struct FString& Filename)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StartProfilerCapture");

	UAkGameplayStatics_StartProfilerCapture_Params params;
	params.Filename = Filename;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StartOutputCapture
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 Filename                       (Parm, ZeroConstructor)

void UAkGameplayStatics::StartOutputCapture(const struct FString& Filename)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StartOutputCapture");

	UAkGameplayStatics_StartOutputCapture_Params params;
	params.Filename = Filename;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.StartAllAmbientSounds
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::StartAllAmbientSounds(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.StartAllAmbientSounds");

	UAkGameplayStatics_StartAllAmbientSounds_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SpawnAkComponentAtLocation
// (Final, BlueprintCosmetic, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// class UAkAudioEvent*           AkEvent                        (Parm, ZeroConstructor, IsPlainOldData)
// class UAkAuxBus*               EarlyReflectionsBus            (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Orientation                    (Parm, IsPlainOldData)
// bool                           AutoPost                       (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 EventName                      (Parm, ZeroConstructor)
// struct FString                 EarlyReflectionsBusName        (Parm, ZeroConstructor)
// bool                           AutoDestroy                    (Parm, ZeroConstructor, IsPlainOldData)
// class UAkComponent*            ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAkComponent* UAkGameplayStatics::SpawnAkComponentAtLocation(class UObject* WorldContextObject, class UAkAudioEvent* AkEvent, class UAkAuxBus* EarlyReflectionsBus, const struct FVector& Location, const struct FRotator& Orientation, bool AutoPost, const struct FString& EventName, const struct FString& EarlyReflectionsBusName, bool AutoDestroy)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SpawnAkComponentAtLocation");

	UAkGameplayStatics_SpawnAkComponentAtLocation_Params params;
	params.WorldContextObject = WorldContextObject;
	params.AkEvent = AkEvent;
	params.EarlyReflectionsBus = EarlyReflectionsBus;
	params.Location = Location;
	params.Orientation = Orientation;
	params.AutoPost = AutoPost;
	params.EventName = EventName;
	params.EarlyReflectionsBusName = EarlyReflectionsBusName;
	params.AutoDestroy = AutoDestroy;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.ShowAKComponentPosition
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           _IsShow                        (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::ShowAKComponentPosition(bool _IsShow)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.ShowAKComponentPosition");

	UAkGameplayStatics_ShowAKComponentPosition_Params params;
	params._IsShow = _IsShow;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetSwitch
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FName                   SwitchGroup                    (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   SwitchState                    (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetSwitch(const struct FName& SwitchGroup, const struct FName& SwitchState, class AActor* Actor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetSwitch");

	UAkGameplayStatics_SetSwitch_Params params;
	params.SwitchGroup = SwitchGroup;
	params.SwitchState = SwitchState;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetState
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FName                   StateGroup                     (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   State                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetState(const struct FName& StateGroup, const struct FName& State)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetState");

	UAkGameplayStatics_SetState_Params params;
	params.StateGroup = StateGroup;
	params.State = State;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetRTPCValue
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FName                   RTPC                           (Parm, ZeroConstructor, IsPlainOldData)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// int                            InterpolationTimeMs            (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetRTPCValue(const struct FName& RTPC, float Value, int InterpolationTimeMs, class AActor* Actor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetRTPCValue");

	UAkGameplayStatics_SetRTPCValue_Params params;
	params.RTPC = RTPC;
	params.Value = Value;
	params.InterpolationTimeMs = InterpolationTimeMs;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetPanningRule
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// EPanningRule                   PanRule                        (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetPanningRule(EPanningRule PanRule)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetPanningRule");

	UAkGameplayStatics_SetPanningRule_Params params;
	params.PanRule = PanRule;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetOutputBusVolume
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// float                          BusVolume                      (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetOutputBusVolume(float BusVolume, class AActor* Actor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetOutputBusVolume");

	UAkGameplayStatics_SetOutputBusVolume_Params params;
	params.BusVolume = BusVolume;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetOcclusionScalingFactor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// float                          ScalingFactor                  (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetOcclusionScalingFactor(float ScalingFactor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetOcclusionScalingFactor");

	UAkGameplayStatics_SetOcclusionScalingFactor_Params params;
	params.ScalingFactor = ScalingFactor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetOcclusionRefreshInterval
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// float                          RefreshInterval                (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetOcclusionRefreshInterval(float RefreshInterval, class AActor* Actor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetOcclusionRefreshInterval");

	UAkGameplayStatics_SetOcclusionRefreshInterval_Params params;
	params.RefreshInterval = RefreshInterval;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.SetBusConfig
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 BusName                        (Parm, ZeroConstructor)
// EAkChannelConfiguration        ChannelConfiguration           (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::SetBusConfig(const struct FString& BusName, EAkChannelConfiguration ChannelConfiguration)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.SetBusConfig");

	UAkGameplayStatics_SetBusConfig_Params params;
	params.BusName = BusName;
	params.ChannelConfiguration = ChannelConfiguration;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.PostTrigger
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FName                   Trigger                        (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::PostTrigger(const struct FName& Trigger, class AActor* Actor)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.PostTrigger");

	UAkGameplayStatics_PostTrigger_Params params;
	params.Trigger = Trigger;
	params.Actor = Actor;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.PostEventByName
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 EventName                      (Parm, ZeroConstructor)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bStopWhenAttachedToDestroyed   (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::PostEventByName(const struct FString& EventName, class AActor* Actor, bool bStopWhenAttachedToDestroyed)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.PostEventByName");

	UAkGameplayStatics_PostEventByName_Params params;
	params.EventName = EventName;
	params.Actor = Actor;
	params.bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.PostEventAttached
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAkAudioEvent*           AkEvent                        (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)
// struct FName                   AttachPointName                (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bStopWhenAttachedToDestroyed   (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 EventName                      (Parm, ZeroConstructor)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAkGameplayStatics::PostEventAttached(class UAkAudioEvent* AkEvent, class AActor* Actor, const struct FName& AttachPointName, bool bStopWhenAttachedToDestroyed, const struct FString& EventName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.PostEventAttached");

	UAkGameplayStatics_PostEventAttached_Params params;
	params.AkEvent = AkEvent;
	params.Actor = Actor;
	params.AttachPointName = AttachPointName;
	params.bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;
	params.EventName = EventName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.PostEventAtLocationByName
// (Final, BlueprintCosmetic, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FString                 EventName                      (Parm, ZeroConstructor)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Orientation                    (Parm, IsPlainOldData)
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::PostEventAtLocationByName(const struct FString& EventName, const struct FVector& Location, const struct FRotator& Orientation, class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.PostEventAtLocationByName");

	UAkGameplayStatics_PostEventAtLocationByName_Params params;
	params.EventName = EventName;
	params.Location = Location;
	params.Orientation = Orientation;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.PostEventAtLocation
// (Final, BlueprintCosmetic, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UAkAudioEvent*           AkEvent                        (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// struct FRotator                Orientation                    (Parm, IsPlainOldData)
// struct FString                 EventName                      (Parm, ZeroConstructor)
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAkGameplayStatics::PostEventAtLocation(class UAkAudioEvent* AkEvent, const struct FVector& Location, const struct FRotator& Orientation, const struct FString& EventName, class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.PostEventAtLocation");

	UAkGameplayStatics_PostEventAtLocation_Params params;
	params.AkEvent = AkEvent;
	params.Location = Location;
	params.Orientation = Orientation;
	params.EventName = EventName;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.PostEvent
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAkAudioEvent*           AkEvent                        (Parm, ZeroConstructor, IsPlainOldData)
// class AActor*                  Actor                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           bStopWhenAttachedToDestroyed   (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 EventName                      (Parm, ZeroConstructor)
// int                            ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

int UAkGameplayStatics::PostEvent(class UAkAudioEvent* AkEvent, class AActor* Actor, bool bStopWhenAttachedToDestroyed, const struct FString& EventName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.PostEvent");

	UAkGameplayStatics_PostEvent_Params params;
	params.AkEvent = AkEvent;
	params.Actor = Actor;
	params.bStopWhenAttachedToDestroyed = bStopWhenAttachedToDestroyed;
	params.EventName = EventName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.LoadInitBank
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)

void UAkGameplayStatics::LoadInitBank()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.LoadInitBank");

	UAkGameplayStatics_LoadInitBank_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.LoadBanks
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParms, BlueprintCallable)
// Parameters:
// TArray<class UAkAudioBank*>    SoundBanks                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool                           SynchronizeSoundBanks          (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::LoadBanks(TArray<class UAkAudioBank*> SoundBanks, bool SynchronizeSoundBanks)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.LoadBanks");

	UAkGameplayStatics_LoadBanks_Params params;
	params.SoundBanks = SoundBanks;
	params.SynchronizeSoundBanks = SynchronizeSoundBanks;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.LoadBankByName
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 BankName                       (Parm, ZeroConstructor)

void UAkGameplayStatics::LoadBankByName(const struct FString& BankName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.LoadBankByName");

	UAkGameplayStatics_LoadBankByName_Params params;
	params.BankName = BankName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.LoadBank
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAkAudioBank*            Bank                           (Parm, ZeroConstructor, IsPlainOldData)
// struct FString                 BankName                       (Parm, ZeroConstructor)

void UAkGameplayStatics::LoadBank(class UAkAudioBank* Bank, const struct FString& BankName)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.LoadBank");

	UAkGameplayStatics_LoadBank_Params params;
	params.Bank = Bank;
	params.BankName = BankName;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.IsGame
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                 WorldContextObject             (Parm, ZeroConstructor, IsPlainOldData)
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAkGameplayStatics::IsGame(class UObject* WorldContextObject)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.IsGame");

	UAkGameplayStatics_IsGame_Params params;
	params.WorldContextObject = WorldContextObject;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.IsEditor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                           ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

bool UAkGameplayStatics::IsEditor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.IsEditor");

	UAkGameplayStatics_IsEditor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.GetOcclusionScalingFactor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// float                          ReturnValue                    (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)

float UAkGameplayStatics::GetOcclusionScalingFactor()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.GetOcclusionScalingFactor");

	UAkGameplayStatics_GetOcclusionScalingFactor_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.GetAkComponent
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class USceneComponent*         AttachToComponent              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
// struct FName                   AttachPointName                (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector                 Location                       (Parm, IsPlainOldData)
// TEnumAsByte<EAttachLocation>   LocationType                   (Parm, ZeroConstructor, IsPlainOldData)
// class UAkComponent*            ReturnValue                    (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)

class UAkComponent* UAkGameplayStatics::GetAkComponent(class USceneComponent* AttachToComponent, const struct FName& AttachPointName, const struct FVector& Location, TEnumAsByte<EAttachLocation> LocationType)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.GetAkComponent");

	UAkGameplayStatics_GetAkComponent_Params params;
	params.AttachToComponent = AttachToComponent;
	params.AttachPointName = AttachPointName;
	params.Location = Location;
	params.LocationType = LocationType;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;

	return params.ReturnValue;
}


// Function AkAudio.AkGameplayStatics.ClearBanks
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)

void UAkGameplayStatics::ClearBanks()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.ClearBanks");

	UAkGameplayStatics_ClearBanks_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.AKSetRTPCValue
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 RTPC                           (Parm, ZeroConstructor)
// float                          Value                          (Parm, ZeroConstructor, IsPlainOldData)
// bool                           in_bBypassInternalValueInterpolation (Parm, ZeroConstructor, IsPlainOldData)

void UAkGameplayStatics::AKSetRTPCValue(const struct FString& RTPC, float Value, bool in_bBypassInternalValueInterpolation)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.AKSetRTPCValue");

	UAkGameplayStatics_AKSetRTPCValue_Params params;
	params.RTPC = RTPC;
	params.Value = Value;
	params.in_bBypassInternalValueInterpolation = in_bBypassInternalValueInterpolation;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkGameplayStatics.AddOutputCaptureMarker
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FString                 MarkerText                     (Parm, ZeroConstructor)

void UAkGameplayStatics::AddOutputCaptureMarker(const struct FString& MarkerText)
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkGameplayStatics.AddOutputCaptureMarker");

	UAkGameplayStatics_AddOutputCaptureMarker_Params params;
	params.MarkerText = MarkerText;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	static auto defaultObj = StaticClass()->GetDefaultObject();
	defaultObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkRoomComponent.RemoveSpatialAudioRoom
// (Final, Native, Public, BlueprintCallable)

void UAkRoomComponent::RemoveSpatialAudioRoom()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkRoomComponent.RemoveSpatialAudioRoom");

	UAkRoomComponent_RemoveSpatialAudioRoom_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkRoomComponent.AddSpatialAudioRoom
// (Final, Native, Public, BlueprintCallable)

void UAkRoomComponent::AddSpatialAudioRoom()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkRoomComponent.AddSpatialAudioRoom");

	UAkRoomComponent_AddSpatialAudioRoom_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkSurfaceReflectorSetComponent.UpdateSurfaceReflectorSet
// (Final, Native, Public, BlueprintCallable)

void UAkSurfaceReflectorSetComponent::UpdateSurfaceReflectorSet()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkSurfaceReflectorSetComponent.UpdateSurfaceReflectorSet");

	UAkSurfaceReflectorSetComponent_UpdateSurfaceReflectorSet_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkSurfaceReflectorSetComponent.SendSurfaceReflectorSet
// (Final, Native, Public, BlueprintCallable)

void UAkSurfaceReflectorSetComponent::SendSurfaceReflectorSet()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkSurfaceReflectorSetComponent.SendSurfaceReflectorSet");

	UAkSurfaceReflectorSetComponent_SendSurfaceReflectorSet_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


// Function AkAudio.AkSurfaceReflectorSetComponent.RemoveSurfaceReflectorSet
// (Final, Native, Public, BlueprintCallable)

void UAkSurfaceReflectorSetComponent::RemoveSurfaceReflectorSet()
{
	static UFunction *pFunc = 0;
	if (!pFunc)
		pFunc  = UObject::FindObject<UFunction>("Function AkAudio.AkSurfaceReflectorSetComponent.RemoveSurfaceReflectorSet");

	UAkSurfaceReflectorSetComponent_RemoveSurfaceReflectorSet_Params params;

	auto flags = pFunc->FunctionFlags;
	pFunc->FunctionFlags |= 0x400;

	UObject *currentObj = (UObject *) this;
	currentObj->ProcessEvent(pFunc, &params);

	pFunc->FunctionFlags = flags;
}


}

