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PMDT/结构体/数据/SDK/PUBGM_AkAudio_functions.cpp
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2026-05-03 12:38:09 +08:00

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//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;
}
}