#pragma once

//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
{
//---------------------------------------------------------------------------
//Parameters
//---------------------------------------------------------------------------

// Function AkAudio.AkAcousticPortal.OpenPortal
struct AAkAcousticPortal_OpenPortal_Params
{
};

// Function AkAudio.AkAcousticPortal.GetCurrentState
struct AAkAcousticPortal_GetCurrentState_Params
{
	EAkAcousticPortalState                             ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkAcousticPortal.ClosePortal
struct AAkAcousticPortal_ClosePortal_Params
{
};

// Function AkAudio.AkAmbientSound.StopAmbientSound
struct AAkAmbientSound_StopAmbientSound_Params
{
};

// Function AkAudio.AkAmbientSound.StartAmbientSound
struct AAkAmbientSound_StartAmbientSound_Params
{
};

// Function AkAudio.AkComponent.UseReverbVolumes
struct UAkComponent_UseReverbVolumes_Params
{
	bool                                               inUseReverbVolumes;                                       // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.UseEarlyReflections
struct UAkComponent_UseEarlyReflections_Params
{
	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)
};

// Function AkAudio.AkComponent.Stop
struct UAkComponent_Stop_Params
{
};

// Function AkAudio.AkComponent.SetSwitch
struct UAkComponent_SetSwitch_Params
{
	struct FString                                     SwitchGroup;                                              // (Parm, ZeroConstructor)
	struct FString                                     SwitchState;                                              // (Parm, ZeroConstructor)
};

// Function AkAudio.AkComponent.SetStopWhenOwnerDestroyed
struct UAkComponent_SetStopWhenOwnerDestroyed_Params
{
	bool                                               bStopWhenOwnerDestroyed;                                  // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.SetRTPCValueGlobally
struct UAkComponent_SetRTPCValueGlobally_Params
{
	struct FString                                     RTPC;                                                     // (Parm, ZeroConstructor)
	float                                              Value;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.SetRTPCValue
struct UAkComponent_SetRTPCValue_Params
{
	struct FString                                     RTPC;                                                     // (Parm, ZeroConstructor)
	float                                              Value;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
	int                                                InterpolationTimeMs;                                      // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.SetOutputBusVolume
struct UAkComponent_SetOutputBusVolume_Params
{
	float                                              BusVolume;                                                // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.SetListeners
struct UAkComponent_SetListeners_Params
{
	TArray<class UAkComponent*>                        Listeners;                                                // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
};

// Function AkAudio.AkComponent.SetEarlyReflectionOrder
struct UAkComponent_SetEarlyReflectionOrder_Params
{
	int                                                NewEarlyReflectionOrder;                                  // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.SetAutoDestroy
struct UAkComponent_SetAutoDestroy_Params
{
	bool                                               in_AutoDestroy;                                           // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.SetAttenuationScalingFactor
struct UAkComponent_SetAttenuationScalingFactor_Params
{
	float                                              Value;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkComponent.PostTrigger
struct UAkComponent_PostTrigger_Params
{
	struct FString                                     Trigger;                                                  // (Parm, ZeroConstructor)
};

// Function AkAudio.AkComponent.PostAssociatedAkEvent
struct UAkComponent_PostAssociatedAkEvent_Params
{
	int                                                ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkComponent.PostAkEventByName
struct UAkComponent_PostAkEventByName_Params
{
	struct FString                                     in_EventName;                                             // (Parm, ZeroConstructor)
	int                                                ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkComponent.PostAkEvent
struct UAkComponent_PostAkEvent_Params
{
	class UAkAudioEvent*                               AkEvent;                                                  // (Parm, ZeroConstructor, IsPlainOldData)
	struct FString                                     in_EventName;                                             // (Parm, ZeroConstructor)
	int                                                ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkComponent.GetAttenuationRadius
struct UAkComponent_GetAttenuationRadius_Params
{
	float                                              ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.WakeupFromSuspend
struct UAkGameplayStatics_WakeupFromSuspend_Params
{
};

// Function AkAudio.AkGameplayStatics.UseReverbVolumes
struct UAkGameplayStatics_UseReverbVolumes_Params
{
	bool                                               inUseReverbVolumes;                                       // (Parm, ZeroConstructor, IsPlainOldData)
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.UseEarlyReflections
struct UAkGameplayStatics_UseEarlyReflections_Params
{
	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)
};

// Function AkAudio.AkGameplayStatics.UnloadBankByName
struct UAkGameplayStatics_UnloadBankByName_Params
{
	struct FString                                     BankName;                                                 // (Parm, ZeroConstructor)
};

// Function AkAudio.AkGameplayStatics.UnloadBank
struct UAkGameplayStatics_UnloadBank_Params
{
	class UAkAudioBank*                                Bank;                                                     // (Parm, ZeroConstructor, IsPlainOldData)
	struct FString                                     BankName;                                                 // (Parm, ZeroConstructor)
};

// Function AkAudio.AkGameplayStatics.Suspend
struct UAkGameplayStatics_Suspend_Params
{
};

// Function AkAudio.AkGameplayStatics.StopProfilerCapture
struct UAkGameplayStatics_StopProfilerCapture_Params
{
};

// Function AkAudio.AkGameplayStatics.StopOutputCapture
struct UAkGameplayStatics_StopOutputCapture_Params
{
};

// Function AkAudio.AkGameplayStatics.StopAllAmbientSounds
struct UAkGameplayStatics_StopAllAmbientSounds_Params
{
	class UObject*                                     WorldContextObject;                                       // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.StopAll
struct UAkGameplayStatics_StopAll_Params
{
};

// Function AkAudio.AkGameplayStatics.StopActor
struct UAkGameplayStatics_StopActor_Params
{
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.StartProfilerCapture
struct UAkGameplayStatics_StartProfilerCapture_Params
{
	struct FString                                     Filename;                                                 // (Parm, ZeroConstructor)
};

// Function AkAudio.AkGameplayStatics.StartOutputCapture
struct UAkGameplayStatics_StartOutputCapture_Params
{
	struct FString                                     Filename;                                                 // (Parm, ZeroConstructor)
};

// Function AkAudio.AkGameplayStatics.StartAllAmbientSounds
struct UAkGameplayStatics_StartAllAmbientSounds_Params
{
	class UObject*                                     WorldContextObject;                                       // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SpawnAkComponentAtLocation
struct UAkGameplayStatics_SpawnAkComponentAtLocation_Params
{
	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)
};

// Function AkAudio.AkGameplayStatics.ShowAKComponentPosition
struct UAkGameplayStatics_ShowAKComponentPosition_Params
{
	bool                                               _IsShow;                                                  // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetSwitch
struct UAkGameplayStatics_SetSwitch_Params
{
	struct FName                                       SwitchGroup;                                              // (Parm, ZeroConstructor, IsPlainOldData)
	struct FName                                       SwitchState;                                              // (Parm, ZeroConstructor, IsPlainOldData)
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetState
struct UAkGameplayStatics_SetState_Params
{
	struct FName                                       StateGroup;                                               // (Parm, ZeroConstructor, IsPlainOldData)
	struct FName                                       State;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetRTPCValue
struct UAkGameplayStatics_SetRTPCValue_Params
{
	struct FName                                       RTPC;                                                     // (Parm, ZeroConstructor, IsPlainOldData)
	float                                              Value;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
	int                                                InterpolationTimeMs;                                      // (Parm, ZeroConstructor, IsPlainOldData)
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetPanningRule
struct UAkGameplayStatics_SetPanningRule_Params
{
	EPanningRule                                       PanRule;                                                  // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetOutputBusVolume
struct UAkGameplayStatics_SetOutputBusVolume_Params
{
	float                                              BusVolume;                                                // (Parm, ZeroConstructor, IsPlainOldData)
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetOcclusionScalingFactor
struct UAkGameplayStatics_SetOcclusionScalingFactor_Params
{
	float                                              ScalingFactor;                                            // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetOcclusionRefreshInterval
struct UAkGameplayStatics_SetOcclusionRefreshInterval_Params
{
	float                                              RefreshInterval;                                          // (Parm, ZeroConstructor, IsPlainOldData)
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.SetBusConfig
struct UAkGameplayStatics_SetBusConfig_Params
{
	struct FString                                     BusName;                                                  // (Parm, ZeroConstructor)
	EAkChannelConfiguration                            ChannelConfiguration;                                     // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.PostTrigger
struct UAkGameplayStatics_PostTrigger_Params
{
	struct FName                                       Trigger;                                                  // (Parm, ZeroConstructor, IsPlainOldData)
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.PostEventByName
struct UAkGameplayStatics_PostEventByName_Params
{
	struct FString                                     EventName;                                                // (Parm, ZeroConstructor)
	class AActor*                                      Actor;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
	bool                                               bStopWhenAttachedToDestroyed;                             // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.PostEventAttached
struct UAkGameplayStatics_PostEventAttached_Params
{
	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)
};

// Function AkAudio.AkGameplayStatics.PostEventAtLocationByName
struct UAkGameplayStatics_PostEventAtLocationByName_Params
{
	struct FString                                     EventName;                                                // (Parm, ZeroConstructor)
	struct FVector                                     Location;                                                 // (Parm, IsPlainOldData)
	struct FRotator                                    Orientation;                                              // (Parm, IsPlainOldData)
	class UObject*                                     WorldContextObject;                                       // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.PostEventAtLocation
struct UAkGameplayStatics_PostEventAtLocation_Params
{
	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)
};

// Function AkAudio.AkGameplayStatics.PostEvent
struct UAkGameplayStatics_PostEvent_Params
{
	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)
};

// Function AkAudio.AkGameplayStatics.LoadInitBank
struct UAkGameplayStatics_LoadInitBank_Params
{
};

// Function AkAudio.AkGameplayStatics.LoadBanks
struct UAkGameplayStatics_LoadBanks_Params
{
	TArray<class UAkAudioBank*>                        SoundBanks;                                               // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm)
	bool                                               SynchronizeSoundBanks;                                    // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.LoadBankByName
struct UAkGameplayStatics_LoadBankByName_Params
{
	struct FString                                     BankName;                                                 // (Parm, ZeroConstructor)
};

// Function AkAudio.AkGameplayStatics.LoadBank
struct UAkGameplayStatics_LoadBank_Params
{
	class UAkAudioBank*                                Bank;                                                     // (Parm, ZeroConstructor, IsPlainOldData)
	struct FString                                     BankName;                                                 // (Parm, ZeroConstructor)
};

// Function AkAudio.AkGameplayStatics.IsGame
struct UAkGameplayStatics_IsGame_Params
{
	class UObject*                                     WorldContextObject;                                       // (Parm, ZeroConstructor, IsPlainOldData)
	bool                                               ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.IsEditor
struct UAkGameplayStatics_IsEditor_Params
{
	bool                                               ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.GetOcclusionScalingFactor
struct UAkGameplayStatics_GetOcclusionScalingFactor_Params
{
	float                                              ReturnValue;                                              // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.GetAkComponent
struct UAkGameplayStatics_GetAkComponent_Params
{
	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)
};

// Function AkAudio.AkGameplayStatics.ClearBanks
struct UAkGameplayStatics_ClearBanks_Params
{
};

// Function AkAudio.AkGameplayStatics.AKSetRTPCValue
struct UAkGameplayStatics_AKSetRTPCValue_Params
{
	struct FString                                     RTPC;                                                     // (Parm, ZeroConstructor)
	float                                              Value;                                                    // (Parm, ZeroConstructor, IsPlainOldData)
	bool                                               in_bBypassInternalValueInterpolation;                     // (Parm, ZeroConstructor, IsPlainOldData)
};

// Function AkAudio.AkGameplayStatics.AddOutputCaptureMarker
struct UAkGameplayStatics_AddOutputCaptureMarker_Params
{
	struct FString                                     MarkerText;                                               // (Parm, ZeroConstructor)
};

// Function AkAudio.AkRoomComponent.RemoveSpatialAudioRoom
struct UAkRoomComponent_RemoveSpatialAudioRoom_Params
{
};

// Function AkAudio.AkRoomComponent.AddSpatialAudioRoom
struct UAkRoomComponent_AddSpatialAudioRoom_Params
{
};

// Function AkAudio.AkSurfaceReflectorSetComponent.UpdateSurfaceReflectorSet
struct UAkSurfaceReflectorSetComponent_UpdateSurfaceReflectorSet_Params
{
};

// Function AkAudio.AkSurfaceReflectorSetComponent.SendSurfaceReflectorSet
struct UAkSurfaceReflectorSetComponent_SendSurfaceReflectorSet_Params
{
};

// Function AkAudio.AkSurfaceReflectorSetComponent.RemoveSurfaceReflectorSet
struct UAkSurfaceReflectorSetComponent_RemoveSurfaceReflectorSet_Params
{
};

}

