//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("Function AkAudio.AkAcousticPortal.OpenPortal"); AAkAcousticPortal_OpenPortal_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AkAudio.AkAcousticPortal.GetCurrentState"); AAkAcousticPortal_GetCurrentState_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AkAudio.AkAcousticPortal.ClosePortal"); AAkAcousticPortal_ClosePortal_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkAmbientSound.StopAmbientSound // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void AAkAmbientSound::StopAmbientSound() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkAmbientSound.StopAmbientSound"); AAkAmbientSound_StopAmbientSound_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkAmbientSound.StartAmbientSound // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void AAkAmbientSound::StartAmbientSound() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkAmbientSound.StartAmbientSound"); AAkAmbientSound_StartAmbientSound_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkComponent.Stop // (Final, BlueprintCosmetic, Native, Public, BlueprintCallable) void UAkComponent::Stop() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkComponent.Stop"); UAkComponent_Stop_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkComponent.SetListeners // (Final, BlueprintCosmetic, Native, Public, HasOutParms, BlueprintCallable) // Parameters: // TArray Listeners (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) void UAkComponent::SetListeners(TArray Listeners) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AkAudio.AkComponent.PostAssociatedAkEvent"); UAkComponent_PostAssociatedAkEvent_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AkAudio.AkComponent.GetAttenuationRadius"); UAkComponent_GetAttenuationRadius_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); 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("Function AkAudio.AkGameplayStatics.WakeupFromSuspend"); UAkGameplayStatics_WakeupFromSuspend_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AkAudio.AkGameplayStatics.Suspend"); UAkGameplayStatics_Suspend_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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("Function AkAudio.AkGameplayStatics.StopProfilerCapture"); UAkGameplayStatics_StopProfilerCapture_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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("Function AkAudio.AkGameplayStatics.StopOutputCapture"); UAkGameplayStatics_StopOutputCapture_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("Function AkAudio.AkGameplayStatics.StopAll"); UAkGameplayStatics_StopAll_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AkAudio.AkGameplayStatics.LoadInitBank"); UAkGameplayStatics_LoadInitBank_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkGameplayStatics.LoadBanks // (Final, BlueprintCosmetic, Native, Static, Public, HasOutParms, BlueprintCallable) // Parameters: // TArray SoundBanks (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // bool SynchronizeSoundBanks (Parm, ZeroConstructor, IsPlainOldData) void UAkGameplayStatics::LoadBanks(TArray SoundBanks, bool SynchronizeSoundBanks) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("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, ¶ms); 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("Function AkAudio.AkGameplayStatics.IsEditor"); UAkGameplayStatics_IsEditor_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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("Function AkAudio.AkGameplayStatics.GetOcclusionScalingFactor"); UAkGameplayStatics_GetOcclusionScalingFactor_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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 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 LocationType) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("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, ¶ms); 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("Function AkAudio.AkGameplayStatics.ClearBanks"); UAkGameplayStatics_ClearBanks_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); 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("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, ¶ms); 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("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, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkRoomComponent.RemoveSpatialAudioRoom // (Final, Native, Public, BlueprintCallable) void UAkRoomComponent::RemoveSpatialAudioRoom() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkRoomComponent.RemoveSpatialAudioRoom"); UAkRoomComponent_RemoveSpatialAudioRoom_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkRoomComponent.AddSpatialAudioRoom // (Final, Native, Public, BlueprintCallable) void UAkRoomComponent::AddSpatialAudioRoom() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkRoomComponent.AddSpatialAudioRoom"); UAkRoomComponent_AddSpatialAudioRoom_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkSurfaceReflectorSetComponent.UpdateSurfaceReflectorSet // (Final, Native, Public, BlueprintCallable) void UAkSurfaceReflectorSetComponent::UpdateSurfaceReflectorSet() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkSurfaceReflectorSetComponent.UpdateSurfaceReflectorSet"); UAkSurfaceReflectorSetComponent_UpdateSurfaceReflectorSet_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkSurfaceReflectorSetComponent.SendSurfaceReflectorSet // (Final, Native, Public, BlueprintCallable) void UAkSurfaceReflectorSetComponent::SendSurfaceReflectorSet() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkSurfaceReflectorSetComponent.SendSurfaceReflectorSet"); UAkSurfaceReflectorSetComponent_SendSurfaceReflectorSet_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function AkAudio.AkSurfaceReflectorSetComponent.RemoveSurfaceReflectorSet // (Final, Native, Public, BlueprintCallable) void UAkSurfaceReflectorSetComponent::RemoveSurfaceReflectorSet() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function AkAudio.AkSurfaceReflectorSetComponent.RemoveSurfaceReflectorSet"); UAkSurfaceReflectorSetComponent_RemoveSurfaceReflectorSet_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } }